Starfinder Starship Catalog
Generated: 2026-07-16 Source: Consolidated from packs-source
Starfinder Starship Catalog
Generated: 2026-07-16 Source: Consolidated from packs-source
Contents
| Category | Count |
|---|---|
| Starship Components | 1103 |
| Starship Actions | 64 |
| Total | 1167 |
Starship Components (1103)
| Name | Type | BP Cost | PCU | Description |
|---|---|---|---|---|
| Adamantine alloy fortified hull | - | - | - | A fortified hull construction that increases the ship's critical threshold by... |
| Adamantine alloy fortified hull | - | 4 | - | A fortified hull construction that increases the ship's critical threshold by... |
| Advanced long-range sensors | - | - | - | Long-range sensor array providing a +4 bonus to sensor checks. Sensors... |
| Advanced long-range sensors | - | 6 | - | Advanced quality sensors optimized for long-range detection. These sensors... |
| Advanced medium-range sensors | - | 5 | - | Advanced quality sensors optimized for medium-range detection. These sensors... |
| Advanced medium-range sensors | - | - | - | Medium-range sensor array providing a +4 bonus to sensor checks. Sensors... |
| Advanced Sensors | - | 4 | - | A starship sensor array with a range of 4 hexes. Provides a +1 item bonus to... |
| Advanced short-range sensors | - | - | - | Short-range sensor array providing a +4 bonus to sensor checks. Sensors... |
| Advanced short-range sensors | - | 4 | - | Advanced quality sensors optimized for short-range detection. These sensors... |
| Aeon caster | - | - | - | A light-class direct-fire weapon. Deals 3d4 damage. Range: 10 hexes. Special... |
| Aeon caster | - | 7 | 10 | A light weapon (direct). It deals 3d4 damage. Range: medium hexes. |
| BP: 7 | PCU:... | |||
| Aeon Comm (Hybrid) | - | 3 | 5 | An aeon comm is a cylindrical booth constructed of resonant crystal that allows... |
| Aeon Diffuser | - | - | - | A small technomagical compartment incorporated into a Medium or smaller... |
| Aeon Diffuser (Hybrid) | - | - | - | The hull of a vessel with algal shielding has a layer made of water-filled... |
| Agricultural Suite | - | 15 | 5 | Popular on colony ships and some luxury cruisers, this layered combination of... |
| Algal Shielding | - | - | - | The algal shielding system can be installed only in a biomechanical starship.... |
| Alinoisos | - | - | - | A tier 13 medium starship with good maneuverability. |
| Stats: HP 340 (increment... | ||||
| Amenities | - | 2 | 4 | In luxury cruise liners, residential starships, and other Huge or larger... |
| Anti-hacking systems | - | - | - | By increasing the security of the starship’s computer, these systems increase... |
| Antimagic Missile, Heavy | - | 15 | 10 | A heavy weapon (tracking). It deals 4d6 damage. Range: medium hexes. |
| BP: 15 | ... | |||
| Antimagic Missile, Heavy | - | - | - | A heavy-class tracking weapon. Deals 4d6 damage. Range: 10 hexes. Tracking... |
| Antimagic Missile, Light | - | 8 | 5 | A light weapon (tracking). It deals 2d6 damage. Range: medium hexes. |
| BP: 8 | ... | |||
| Antimagic Missile, Light | - | - | - | A light-class tracking weapon. Deals 2d6 damage. Range: 10 hexes. Tracking... |
| Antimatter mega-missile launcher | - | 70 | 15 | A capital weapon (tracking). It deals (4d10)*10 damage. Range: long hexes. |
| BP:... | ||||
| Antimatter mega-missile launcher | - | - | - | A capital-class tracking weapon. Deals (4d10)*10 damage. Range: 20 hexes.... |
| Antipersonnel weapon, heavy | - | - | - | An antipersonnel weapon must be mounted near the boarding ramp of a Medium or... |
| Antipersonnel weapon, longarm | - | - | - | An antipersonnel weapon must be mounted near the boarding ramp of a Medium or... |
| Antumbra Overseer | - | - | - | A tier 8 large starship with average maneuverability. |
| Stats: HP 114 (increment... | ||||
| Arcane Lab | - | 4 | - | An arcane lab contains ritual circles, warded benches, reagents, and reference... |
| Arcane Laboratory | - | 1 | 1 | An arcane laboratory contains all the tools and space necessary to craft magic... |
| Arcane Mortuary | - | 2 | 1 | An arcane mortuary contains equipment that aids spellcasters in creating... |
| Arcane Rail, Mk 1 | - | 5 | 10 | A light weapon (direct). It deals 1d4 damage. Range: short hexes. |
| BP: 5 | PCU:... | |||
| Arcane Rail, Mk 1 | - | - | - | A light-class direct-fire weapon. Deals 1d4 damage. Range: 5 hexes. Special... |
| Arcane Rail, Mk 2 | - | 20 | 10 | A heavy weapon (direct). It deals 1d6 damage. Range: short hexes. |
| BP: 20 | PCU:... | |||
| Arcane Rail, Mk 2 | - | - | - | A heavy-class direct-fire weapon. Deals 1d6 damage. Range: 5 hexes. Special... |
| Arcane Rail, Mk 3 | - | - | - | A capital-class direct-fire weapon. Deals 1d6 * 10 damage. Range: 5 hexes.... |
| Arcane Rail, Mk 3 | - | 30 | 15 | A capital weapon (direct). It deals 1d6 * 10 damage. Range: short hexes. |
| BP: 30... | ||||
| Archon Drive | - | - | - | >Interstellar Travel |
| The massive cathedralships of the church of Iomedae... | ||||
| Arcus Heavy | - | 16 | 150 | This power core generates 150 PCU for shipboard systems. It regenerates 12 PCU... |
| Arcus Light | - | - | - | A power core generating 75 PCU for shipboard systems. Compatible with Small,... |
| Arcus Light | - | 10 | 75 | This power core generates 75 PCU for shipboard systems. It regenerates 8 PCU... |
| Arcus Maximum | - | - | - | A power core generating 200 PCU for shipboard systems. Compatible with Small,... |
| Arcus Maximum | - | 20 | 200 | This power core generates 200 PCU for shipboard systems. It regenerates 16 PCU... |
| Arcus Standard | - | 12 | 100 | This power core generates 100 PCU for shipboard systems. It regenerates 10 PCU... |
| Arcus Ultra | - | 18 | 150 | This power core generates 175 PCU for shipboard systems. It regenerates 14 PCU... |
| Arcus Ultra | - | - | - | A power core generating 150 PCU for shipboard systems. Compatible with Small,... |
| Arena | - | 15 | 20 | This massive sports grid and concert venue requires three expansion bays and... |
| Armory | - | 5 | - | An armory contains enough weapons and armor to outfit up to 10 crew members.... |
| Atech Immortal | - | - | - | A tier 10 huge starship with average maneuverability. |
| Stats: HP 138 (increment... | ||||
| Atech Resolute | - | - | - | A tier 8 large starship with average maneuverability. |
| Stats: HP 96 (increment... | ||||
| Atmospheric Bubble | - | 5 | 2 | Whether through careful enhancements to existing shield emitters or magic, the... |
| Autodestruct system | - | - | - | An autodestruct system is a self-destruct mechanism that removes the crew’s... |
| Azata (Tier 10) | - | - | - | A tier 10 medium starship with good maneuverability. |
| Stats: HP 55 (increment... | ||||
| Azata (Tier 2) | - | - | - | A tier 2 medium starship with good maneuverability. |
| Stats: HP 55 (increment... | ||||
| Azata (Tier 4) | - | - | - | A tier 4 medium starship with good maneuverability. |
| Stats: HP 55 (increment... | ||||
| Azata (Tier 6) | - | - | - | A tier 6 medium starship with good maneuverability. |
| Stats: HP 55 (increment... | ||||
| Barrow Spectre | - | - | - | A tier 7 large starship with average maneuverability. |
| Stats: HP 136 (increment... | ||||
| Base Ship | - | 250 | - | Base Frame - Supercolossal |
StatValue SizeSupercolossal Flight Mod-5 HP500 HP... | | Basic ablative armor (16) | - | 3 | - | Ablative armor provides 16 temporary hull points that absorb damage before the... | | Basic ablative armor (16) | - | - | - | Ablative armor providing 16 temporary hull points that absorb damage before the... | | Basic ablative armor (24) | - | 4 | - | Ablative armor provides 24 temporary hull points that absorb damage before the... | | Basic ablative armor (24) | - | - | - | Ablative armor providing 24 temporary hull points that absorb damage before the... | | Basic ablative armor (32) | - | 5 | - | Ablative armor provides 32 temporary hull points that absorb damage before the... | | Basic ablative armor (32) | - | - | - | Ablative armor providing 32 temporary hull points that absorb damage before the... | | Basic ablative armor (40) | - | - | - | Ablative armor providing 40 temporary hull points that absorb damage before the... | | Basic ablative armor (40) | - | 6 | - | Ablative armor provides 40 temporary hull points that absorb damage before the... | | Basic ablative armor (8) | - | - | - | Ablative armor providing 8 temporary hull points that absorb damage before the... | | Basic ablative armor (8) | - | 2 | - | Ablative armor provides 8 temporary hull points that absorb damage before the... | | Basic computer | - | - | - | A starship's computer assists with navigation, targeting, and electronic... | | Basic deflector shield 1 | - | 4 | 5 | This shield system provides 40 Shield Points with a regeneration rate of 1 SP... | | Basic deflector shield 1 | - | - | - | A deflector shield system with a defense value of 1. Provides +1 to AC.... | | Basic deflector shield 3 | - | 6 | 5 | This shield system provides 60 Shield Points with a regeneration rate of 1 SP... | | Basic deflector shield 3 | - | - | - | A deflector shield system with a defense value of 3. Provides +1 to AC.... | | Basic long-range sensors | - | - | - | Long-range sensor array providing a +2 bonus to sensor checks. Sensors... | | Basic long-range sensors | - | 4 | - | Basic quality sensors optimized for long-range detection. These sensors... | | Basic medium-range sensors | - | - | - | Medium-range sensor array providing a +2 bonus to sensor checks. Sensors... | | Basic medium-range sensors | - | 3 | - | Basic quality sensors optimized for medium-range detection. These sensors... | | Basic Sensors | - | 2 | - | A starship sensor array with a range of 3 hexes. Provides a +0 item bonus to... | | Basic Shields 10 | - | 2 | 5 | This shield system provides 10 Shield Points with a regeneration rate of 1 SP... | | Basic Shields 20 | - | 3 | 10 | This shield system provides 20 Shield Points with a regeneration rate of 2 SP... | | Basic Shields 30 | - | - | - | A shield generator providing 30 Shield Points with a regeneration rate of 1 SP... | | Basic Shields 30 | - | 4 | 15 | This shield system provides 30 Shield Points with a regeneration rate of 2 SP... | | Basic Shields 40 | - | 5 | 15 | This shield system provides 40 Shield Points with a regeneration rate of 3 SP... | | Basic Shields 40 | - | - | - | A shield generator providing 40 Shield Points with a regeneration rate of 1 SP... | | Basic short-range sensors | - | - | - | Short-range sensor array providing a +2 bonus to sensor checks. Sensors... | | Basic short-range sensors | - | 2 | - | Basic quality sensors optimized for short-range detection. These sensors... | | Battleship | - | 100 | - | Base Frame - Gargantuan
StatValue SizeGargantuan Flight Mod-3 HP200 HP per... | | Biocamouflage | - | - | - | A biomechanical ship with a biocamouflage system can appear to be an... | | Biological Experimentation Chamber | - | 9 | 5 | Gray starships are often equipped with a room designed for the study of”and... | | Biometric locks | - | - | - | The systems of a starship with biometric locks can only be used by certain... | | Black hole generator | - | 25 | 20 | A capital weapon (ecm). It deals special damage. Range: medium hexes. BP: 25 |... | | Black hole generator | - | - | - | A capital-class ecm weapon. Deals special damage. Range: 10 hexes. Special... | | Blackwind Sepulcher | - | - | - | A tier 5 medium starship with average maneuverability. Stats: HP 68 (increment... | | Blinking Telelith | - | - | - | A tier 10 large starship with average maneuverability. Stats: HP 190 (increment... | | BMC Mauler | - | - | - | A tier 2 tiny starship with good maneuverability. Stats: HP 35 (increment 7),... | | Booster Thruster Housing | - | 3 | - | When properly reinforced to absorb the strain, an expansion bay along a... | | Breaching Pod | - | 5 | 5 | These high-speed boarding pods can each transport up to two Huge creatures,... | | Breaching Pod with Autonomous Combatants | - | 7 | 5 | This breaching pod includes autonomous combatants that deploy with the pod... | | Breaching Pod with Skilled Autonomous Combatants | - | 9 | 5 | This breaching pod includes skilled autonomous combatants that deploy with the... | | Breaching Pod with Specialized Autonomous Combatants | - | 11 | 5 | This breaching pod includes specialized autonomous combatants that deploy with... | | Brevak Vermelance | - | - | - | A tier 10 large starship with average maneuverability. Stats: HP 102 (increment... | | Brig | - | 3 | - | A brig is a secure holding area with reinforced cells, lock controls,... | | Budget long-range sensors | - | 3 | - | Budget quality sensors optimized for long-range detection. These sensors... | | Budget long-range sensors | - | - | - | Long-range sensor array providing a +0 bonus to sensor checks. Sensors... | | Budget medium-range sensors | - | - | - | Medium-range sensor array providing a +0 bonus to sensor checks. Sensors... | | Budget medium-range sensors | - | 2 | - | Budget quality sensors optimized for medium-range detection. These sensors... | | Budget Sensors | - | 1 | - | A starship sensor array with a range of 2 hexes. Provides a +-2 item bonus to... | | Budget short-range sensors | - | 1 | - | Budget quality sensors optimized for short-range detection. These sensors... | | Budget short-range sensors | - | - | - | Short-range sensor array providing a +0 bonus to sensor checks. Sensors... | | Bulk Freighter | - | - | - | A Huge starship base frame with poor maneuverability. Base HP: 160 (+20 per... | | Bulk Freighter | - | 40 | - | Base Frame - Huge
StatValue SizeHuge ManeuverabilityPoor (-2 Piloting, turn... | | C-I Baffle | - | - | - | The counter-inertial baffle system allows a starship to suddenly and... | | C3 Thrusters | - | 20 | - | Colossal-class thrusters providing a speed of 3 hexes per round. Higher speed... | | C3 VR Mk 3 Duonode Computer | - | 18 | 20 | Reward source: Fly Free or Die 5: Crash and Burn, p. 15.Component rules:... | | C3 VR Mk 3 Mononode Computer | - | 9 | 20 | Reward source: Fly Free or Die 5: Crash and Burn, p. 15.Component rules:... | | C4 thrusters | - | - | - | Colossal-class thruster system providing a speed of 4 hexes per round. Piloting... | | C4 thrusters | - | 25 | 200 | Colossal-class thrusters providing a speed of 4 hexes per round. Higher speed... | | C6 thrusters | - | - | - | Colossal-class thruster system providing a speed of 6 hexes per round. Piloting... | | C6 thrusters | - | 30 | 300 | Colossal-class thrusters providing a speed of 6 hexes per round. Higher speed... | | C8 thrusters | - | - | - | Colossal-class thruster system providing a speed of 8 hexes per round. Piloting... | | C8 thrusters | - | 40 | 400 | Colossal-class thrusters providing a speed of 8 hexes per round. Higher speed... | | Capital Seer-Shard Projector | - | 45 | 20 | Type: tracking Class: capital Damage: 4d6 * 10 Range: long Speed: 10 PCU: 20... | | Capital Seer-Shard Projector | - | - | - | Grown from magical trees shaped by song, Uzodian starships often include unique... | | Capital Song Cannon | - | - | - | Grown from magical trees shaped by song, Uzodian starships often include unique... | | Capital Song Cannon | - | 27 | 50 | Type: direct Class: capital Damage: 1d12 * 10 Range: medium PCU: 50 BP: 27... | | Cargo Hold | - | - | - | Unconverted expansion bays count as cargo holds. A cargo hold can contain... | | Carrier | - | 60 | - | Base Frame - Huge
StatValue SizeHuge ManeuverabilityClumsy (-2 Piloting, turn... | | Chain cannon | - | - | - | A light-class direct-fire weapon. Deals 6d4 damage. Range: 5 hexes. Special... | | Chain cannon | - | 10 | 15 | A light weapon (direct). It deals 6d4 damage. Range: short hexes. BP: 10 | PCU:... | | Chaos Sail | - | - | - | >Interstellar Travel Chaos sails are engines powered by the churning... | | Citadel Zirval | - | - | - | A tier 19 superColossal starship with clumsy maneuverability. Stats: HP 150... | | Cloaking, advanced | - | - | - | Cloaking technology is not widely available in Near Space, but scientists have... | | Cloaking, basic | - | - | - | Cloaking technology is not widely available in Near Space, but scientists have... | | Cloaking, budget | - | - | - | Cloaking technology is not widely available in Near Space, but scientists have... | | Cloaking, cut-rate | - | - | - | Cloaking technology is not widely available in Near Space, but scientists have... | | Coilgun | - | 10 | 10 | A light weapon (direct). It deals 4d4 damage. Range: long hexes. BP: 10 | PCU:... | | Coilgun | - | - | - | A light-class direct-fire weapon. Deals 4d4 damage. Range: 20 hexes. Cost: 10... | | Colony ship framework | - | - | - | Combining the habitability of a space station with the mobility of a starship,... | | Combat Training Facility | - | 4 | - | A combat training facility provides a gym, simulation space, target lanes, and... | | Combat Training Facility, Advanced | - | 8 | 5 | This specialized gym and miniature arena provides advanced holographic... | | Combat Training Facility, Basic | - | 3 | 3 | This specialized gym and miniature arena provides holographic targets and... | | Combat Training Facility, Elite | - | 10 | 5 | This specialized gym and miniature arena provides elite combat simulations,... | | CompEnt AEV | - | - | - | A tier 0.3333333333333333 tiny starship with perfect maneuverability. Stats: HP... | | CompEnt Group Defense Frigate | - | - | - | A tier 8 large starship with average maneuverability. Stats: HP 114 (increment... | | CompEnt Guardian | - | - | - | A tier 7 large starship with average maneuverability. Stats: HP 136 (increment... | | Computer countermeasures | - | - | - | When a foe attempts to hack a starship’s computers and fails, a set of... | | Conference and Meeting Rooms | - | 1 | 1 | Installed with top-notch telecommunication equipment (including integral... | | Connecting tendril | - | - | - | A light-class direct-fire weapon. Deals 3d6 damage. Range: 5 hexes. Special... | | Connecting tendril | - | 10 | 10 | A light weapon (direct). It deals 3d6 damage. Range: short hexes. BP: 10 | PCU:... | | Consciousness uplink drive | - | - | - | A consciousness uplink drive is an incredibly potent and thoroughly dangerous... | | Constellation Orrery | - | - | - | >Interstellar Travel Almost every sapient culture has constellations,... | | Corpse Recycler | - | 2 | 2 | A corpse recycler allows a starship crew to render bodies into parts for... | | Counter-missile bank (+12) | - | 11 | 10 | A heavy weapon (tracking). It deals 8d6 damage. Range: short hexes. BP: 11 |... | | Counter-missile bank (+12) | - | - | - | A heavy-class tracking weapon. Deals 8d6 damage. Range: 5 hexes. Tracking... | | Crew Quarters | - | 2 | - | Crew quarters provide bunks, lockers, sanitation, and shared living space for... | | Crew Quarters, Common | - | - | - | Common crew quarters are the most basic type. They consist of simple bunks... | | Crew Quarters, Good | - | 2 | - | Good crew quarters are a bit more upscale than common crew quarters. They... | | Crew Quarters, Luxurious | - | 5 | - | Luxurious crew quarters are the pinnacle of comfort. They consist of private... | | Cruiser | - | 50 | - | Base Frame - Huge
StatValue SizeHuge ManeuverabilityClumsy (-2 Piloting, turn... | | Cryo Chamber | - | 5 | 10 | This high-tech chamber allows biological organisms to enter a form of stasis... | | Cultural Preparation Facility | - | 2 | 3 | This expansion bay serves as a training facility and database for agents... | | Cut-rate sensors | - | - | - | Short-range sensor array providing a +-2 bonus to sensor checks. Sensors... | | Cut-rate sensors | - | - | - | Short-range sensor array providing a +-2 bonus to sensor checks. Sensors... | | Data Net | - | - | - | Aballonian vessels have a complex communications net, allowing them to share... | | Death's Curtain Necrofighter | - | - | - | A tier 1 tiny starship with good maneuverability. Stats: HP 35 (increment 5),... | | Decorative ramming prow | - | 5 | - | A light weapon (melee). It deals 2d4 damage. Range: none hexes. BP: 5 | PCU: 0... | | Decorative ramming prow | - | - | - | A light-class melee weapon. Deals 2d4 damage. Range: none. Special properties:... | | Decoy Husk | - | 4 | 15 | A decoy husk is a living case that can be regrown when ejected from a starship,... | | Dedicated Automation Housing | - | 2 | - | This legacy expansion bay has been converted into a condensed-rule automation... | | Defensive Countermeasure Mark Upgrade | - | - | - | Sources: Fly Free or Die 5: Crash and Burn, pp. 15 and 21.This recovered... | | Dendritic interface | - | - | - | This unique system, an innovation of the raxilites, allows up to four of a... | | Destroyer | - | 25 | - | Base Frame - Large
StatValue SizeLarge ManeuverabilityPoor (-1 Piloting, turn... | | Devourer vandal rocket launcher (1d4 x 10) | - | 30 | 18 | Type: tracking Class: capital Damage: (4d10)*10 Range: long Speed: 8 PCU: 18... | | Devourer vandal rocket launcher (1d4 x 10) | - | - | - | Jinsul assault ships are often outfitted with vandal rocket launchers. A vandal... | | Digital assault torrent | - | - | - | A capital-class ecm weapon. Deals special damage. Range: 10 hexes. Special... | | Digital assault torrent | - | 25 | 15 | A capital weapon (ecm). It deals special damage. Range: medium hexes. BP: 25 |... | | Digital raid node | - | - | - | A heavy-class ecm weapon. Deals special damage. Range: 10 hexes. Special... | | Digital raid node | - | 15 | 15 | A heavy weapon (ecm). It deals special damage. Range: medium hexes. BP: 15 |... | | Digital strike conduit | - | 10 | 10 | A light weapon (ecm). It deals special damage. Range: medium hexes. BP: 10 |... | | Digital strike conduit | - | - | - | A light-class ecm weapon. Deals special damage. Range: 10 hexes. Special... | | Display Room | - | 1 | 1 | Whether it’s used as a public museum or a private collection, this... | | Docking Canopy | - | 4 | 15 | A docking canopy is a branch- or vine-like formation that allows up to four... | | Dominion Seeder | - | - | - | A tier 13 large starship with average maneuverability. Stats: HP 84 (increment... | | Drake (Tier 10) | - | - | - | A tier 10 medium starship with average maneuverability. Stats: HP 70 (increment... | | Drake (Tier 2) | - | - | - | A tier 2 medium starship with average maneuverability. Stats: HP 70 (increment... | | Drake (Tier 4) | - | - | - | A tier 4 medium starship with average maneuverability. Stats: HP 70 (increment... | | Drake (Tier 8) | - | - | - | A tier 8 medium starship with average maneuverability. Stats: HP 70 (increment... | | Dreadnought | - | 150 | - | Base Frame - Colossal
StatValue SizeColossal Flight Mod-4 HP300 HP per... | | Drift Booster | - | 20 | 40 | A The following Expansion Bay is compatible only with a Supercolossal ship. A... | | Drift Shadow Projector | - | 15 | 5 | Created by the Hellknights to aid them in capturing enemy vessels, this device... | | Drift Stasis Unit | - | 10 | 15 | Used in the Flurnum Imperium for moving large numbers of troops efficiently, a... | | Driftmaven | - | - | - | A tier 20 superColossal starship with clumsy maneuverability. Stats: DT 20,... | | Drone | - | - | - | Base Frame - Tiny (Organic) Drift Crisis pg. 146
StatValue SizeTiny... | | Drone Launcher (1d8) | - | - | - | A heavy-class tracking weapon. Deals 5d8 damage. Range: 20 hexes. Tracking... | | Drone Launcher (1d8) | - | 13 | 15 | A heavy weapon (tracking). It deals 5d8 damage. Range: long hexes. BP: 13 |... | | Drone Tube | - | 5 | 15 | A drone tube is a hangar modification designed to facilitate the use of... | | Drop Pod | - | 5 | 5 | A drop pod is a reinforced vehicle designed to transport a group of soldiers or... | | Drop Pod, Colossal | - | 10 | 10 | A drop pod is a reinforced vehicle designed to transport a group of soldiers or... | | EJ Corp Negotiator | - | - | - | A tier 5 large starship with average maneuverability. Stats: HP 136 (increment... | | Elemental Engine | - | - | - | >Interstellar Travel Even starship crews native to the elemental planes... | | Elite Sensors | - | 10 | - | A starship sensor array with a range of 6 hexes. Provides a +3 item bonus to... | | Emergency accelerator | - | - | - | This system allows a starship to rapidly accelerate to a speed that makes... | | Escape Pods | - | 2 | - | Escape pods give the crew of a severely damaged or destroyed starship a way to... | | Excoriation Combine Jezail | - | - | - | A tier 6 large starship with average maneuverability. Stats: HP 136 (increment... | | Explorer | - | - | - | A Medium starship base frame with good maneuverability. Base HP: 55 (+10 per... | | Explorer | - | 15 | - | Base Frame - Medium
StatValue SizeMedium ManeuverabilityGood (+1 Piloting,... | | External Expansion Bay | - | 3 | - | A starship can increase its number of expansion bays by attaching additional... | | Extreme force ramming prow (100) | - | - | - | A capital-class melee weapon. Deals 5d4 damage. Range: none. Special... | | Extreme force ramming prow (100) | - | 10 | 30 | A capital weapon (melee). It deals 5d4 damage. Range: none hexes. BP: 10 | PCU:... | | Fighter | - | 8 | - | Base Frame - Tiny
StatValue SizeTiny ManeuverabilityGood (+2 Piloting, turn... | | Fighter Bay | - | 12 | - | A fighter bay is a compact launch and service bay for small combat craft.... | | First Drive | - | - | - | >Interstellar Travel The First World is a plane of endless possibility and... | | Flak Cannon | - | 2 | 2 | A Light weapon (Direct). It deals 2d4 damage. Range: 4 hexes. BP: 2 | PCU: 2 | | Flak spores | - | 4 | 5 | A light weapon (direct). It deals 2d4 damage. Range: none hexes. BP: 4 | PCU: 5... | | Flak spores | - | - | - | A light-class direct-fire weapon. Deals 2d4 damage. Range: none. Special... | | Flak thrower (+8) | - | 5 | 10 | A light weapon (direct). It deals 3d4 damage. Range: short hexes. BP: 5 | PCU:... | | Flak thrower (+8) | - | - | - | A light-class direct-fire weapon. Deals 3d4 damage. Range: 5 hexes. Special... | | Fold Gates | - | - | - | >Interstellar Travel Found in scattered locations deep in the Vast, fold... | | Force blaster (40) | - | - | - | A heavy-class direct-fire weapon. Deals 3d10 damage. Range: 5 hexes. Special... | | Force blaster (40) | - | 18 | 25 | A heavy weapon (direct). It deals 3d10 damage. Range: short hexes. BP: 18 |... | | Force projector (15) | - | - | - | A light-class direct-fire weapon. Deals 1d10 damage. Range: 5 hexes. Special... | | Force projector (15) | - | 7 | 10 | A light weapon (direct). It deals 1d10 damage. Range: short hexes. BP: 7 | PCU:... | | Fractal nav-scram projector | - | 16 | 10 | A heavy weapon (ecm). It deals special damage. Range: short hexes. BP: 16 |... | | Fractal nav-scram projector | - | - | - | A heavy-class ecm weapon. Deals special damage. Range: 5 hexes. Special... | | G4 thrusters | - | - | - | Gargantuan-class thruster system providing a speed of 4 hexes per round.... | | G4 Thrusters | - | 16 | - | Gargantuan-class thrusters providing a speed of 4 hexes per round. Higher speed... | | G6 thrusters | - | - | - | Gargantuan-class thruster system providing a speed of 6 hexes per round.... | | G6 thrusters | - | 20 | 180 | Gargantuan-class thrusters providing a speed of 6 hexes per round. Higher speed... | | G8 thrusters | - | - | - | Gargantuan-class thruster system providing a speed of 8 hexes per round.... | | G8 thrusters | - | 25 | 240 | Gargantuan-class thrusters providing a speed of 8 hexes per round. Higher speed... | | Galactic Choir Array | - | - | - | Grown from magical trees shaped by song, Uzodian starships often include unique... | | Galactic Choir Array | - | 35 | 55 | Type: direct Class: capital Damage: 2d8 * 10 Range: medium PCU: 55 BP: 35... | | Garage | - | 6 | 5 | A garage must be mounted on a ship that’s Small or larger. It can store 1 Large... | | Garage, Massive | - | 10 | 10 | Massive garages function as garages, can be mounted on Huge or larger ships,... | | Garbage ejection system (+8) | - | 1 | 1 | A light weapon (direct). It deals 1d6 damage. Range: short hexes. BP: 1 | PCU:... | | Garbage ejection system (+8) | - | - | - | A light-class direct-fire weapon. Deals 1d6 damage. Range: 5 hexes. Special... | | Gateway Heavy | - | 55 | 600 | This power core generates 600 PCU for shipboard systems. It regenerates 35 PCU... | | Gateway Light | - | 30 | 300 | This power core generates 300 PCU for shipboard systems. It regenerates 20 PCU... | | Gateway Light | - | - | - | A power core generating 300 PCU for shipboard systems. Compatible with Large,... | | Gateway Standard | - | 40 | 400 | This power core generates 400 PCU for shipboard systems. It regenerates 25 PCU... | | Gateway Ultra | - | - | - | A power core generating 500 PCU for shipboard systems. Compatible with Huge,... | | Gateway Ultra | - | 65 | 500 | This power core generates 700 PCU for shipboard systems. It regenerates 40 PCU... | | Gatling cannon | - | 20 | 20 | A heavy weapon (direct). It deals 15d4 damage. Range: short hexes. BP: 20 |... | | Gatling cannon | - | - | - | A heavy-class direct-fire weapon. Deals 15d4 damage. Range: 5 hexes. Special... | | Gatling cannon array | - | - | - | A capital-class direct-fire weapon. Deals (4d4)*10 damage. Range: 5 hexes.... | | Gatling cannon array | - | 25 | 30 | A capital weapon (direct). It deals (4d4)*10 damage. Range: short hexes. BP: 25... | | Ghost Drive | - | 5 | 10 | A ghost drive can be installed only on a Large or smaller starship. During the... | | Giant Space Tardigrade | - | - | - | A tier 4 medium starship with good maneuverability. Stats: HP 65 (increment 0),... | | Gorgon (Tier 10) | - | - | - | A tier 10 large starship with average maneuverability. Stats: HP 150 (increment... | | Gorgon (Tier 2) | - | - | - | A tier 2 large starship with average maneuverability. Stats: HP 150 (increment... | | Graser | - | - | - | A heavy-class direct-fire weapon. Deals 7d10 damage. Range: 5 hexes. Special... | | Graser | - | 35 | 40 | A heavy weapon (direct). It deals 7d10 damage. Range: short hexes. BP: 35 |... | | Gravity annihilator | - | 60 | 50 | A capital weapon (direct). It deals (8d6)*10 damage. Range: long hexes. BP: 60... | | Gravity annihilator | - | - | - | A capital-class direct-fire weapon. Deals (8d6)*10 damage. Range: 20 hexes.... | | Gravity cannon | - | - | - | A capital-class direct-fire weapon. Deals (2d6)*10 damage. Range: 20 hexes.... | | Gravity Cannon | - | 25 | 30 | A Capital weapon (Direct). It deals 10d6 damage. Range: 16 hexes. BP: 25 | PCU:... | | Gravity generator | - | - | - | A light-class ecm weapon. Deals special damage. Range: 5 hexes. Special... | | Gravity generator | - | 9 | 10 | A light weapon (ecm). It deals special damage. Range: short hexes. BP: 9 | PCU:... | | Gravity gun | - | 30 | 40 | A heavy weapon (direct). It deals 6d6 damage. Range: medium hexes. BP: 30 |... | | Gravity gun | - | - | - | A heavy-class direct-fire weapon. Deals 6d6 damage. Range: 10 hexes. Special... | | Gravity twister launcher | - | 11 | 15 | A heavy weapon (tracking). It deals 8d10 damage. Range: long hexes. BP: 11 |... | | Gravity twister launcher | - | - | - | A heavy-class tracking weapon. Deals 8d10 damage. Range: 20 hexes. Tracking... | | Gravity well generator | - | 20 | 15 | A heavy weapon (ecm). It deals special damage. Range: short hexes. BP: 20 |... | | Gravity well generator | - | - | - | A heavy-class ecm weapon. Deals special damage. Range: 5 hexes. Special... | | Gray cloaking device, advanced | - | - | - | Some believe the expensive and rare cloaking technology available from certain... | | Gray cloaking device, basic | - | - | - | Some believe the expensive and rare cloaking technology available from certain... | | Gray cloaking device, budget | - | - | - | Some believe the expensive and rare cloaking technology available from certain... | | Gray cloaking device, cut-rate | - | - | - | Some believe the expensive and rare cloaking technology available from certain... | | Gray Monitor Capsule | - | - | - | A tier 4 small starship with perfect maneuverability. Stats: HP 32 (increment... | | Gray Research Vessel | - | - | - | A tier 9 large starship with average maneuverability. Stats: HP 96 (increment... | | Gray Watcher Pod | - | - | - | A tier 1 tiny starship with perfect maneuverability. Stats: HP 30 (increment... | | Guest Quarters | - | 1 | - | Starships that function as passenger vessels require spaces apart from crew... | | Gwahled | - | - | - | A tier 15 gargantuan starship with average maneuverability. Stats: HP 400... | | Gyrocannon | - | 14 | 20 | A heavy weapon (direct). It deals 3d10 damage. Range: short hexes. BP: 14 |... | | Gyrocannon | - | - | - | A heavy-class direct-fire weapon. Deals 3d10 damage. Range: 5 hexes. Special... | | Gyrolaser | - | - | - | A light-class direct-fire weapon. Deals 1d8 damage. Range: 5 hexes. Special... | | Gyrolaser | - | 3 | 10 | A light weapon (direct). It deals 1d8 damage. Range: short hexes. BP: 3 | PCU:... | | H10 thrusters | - | - | - | Huge-class thruster system providing a speed of 10 hexes per round. Piloting... | | H10 thrusters | - | 22 | 160 | Huge-class thrusters providing a speed of 10 hexes per round. Higher speed... | | H4 thrusters | - | - | - | Huge-class thruster system providing a speed of 4 hexes per round. Piloting... | | H4 Thrusters | - | 12 | - | Huge-class thrusters providing a speed of 4 hexes per round. Higher speed... | | H6 thrusters | - | - | - | Huge-class thruster system providing a speed of 6 hexes per round. Piloting... | | H6 thrusters | - | 15 | 120 | Huge-class thrusters providing a speed of 6 hexes per round. Higher speed... | | H8 thrusters | - | - | - | Huge-class thruster system providing a speed of 8 hexes per round. Piloting... | | H8 thrusters | - | 18 | 140 | Huge-class thrusters providing a speed of 8 hexes per round. Higher speed... | | Habitat Simulator | - | 4 | 6 | This expansion bay can be configured to duplicate various environments,... | | Hangar Bay | - | 10 | 30 | A hangar bay can be installed only in a Gargantuan or larger starship and takes... | | Hangar Bay (Single) | - | 15 | - | A compact hangar bay provides launch, landing, and storage space for one Medium... | | Hawser, Grappler | - | - | - | A capital-class direct-fire weapon. Deals 2d4 * 10 damage. Range: 20 hexes.... | | Hawser, Grappler | - | 45 | 30 | A capital weapon (direct). It deals 2d4 * 10 damage. Range: long hexes. BP: 45... | | Hawser, Harpoon | - | 20 | 30 | A heavy weapon (direct). It deals 4d6 damage. Range: medium hexes. BP: 20 |... | | Hawser, Harpoon | - | - | - | A heavy-class direct-fire weapon. Deals 4d6 damage. Range: 10 hexes. Special... | | Hawser, Hook | - | 14 | 5 | A light weapon (direct). It deals 1d4 damage. Range: short hexes. BP: 14 | PCU:... | | Hawser, Hook | - | - | - | A light-class direct-fire weapon. Deals 1d4 damage. Range: 5 hexes. Special... | | Healing Pods | - | 3 | 2 | Healing pods can be installed only in a biomechanical starship (PW pg. 152). A... | | Heavy ablative armor (240) | - | 24 | - | Ablative armor provides 240 temporary hull points that absorb damage before the... | | Heavy ablative armor (240) | - | - | - | Ablative armor providing 240 temporary hull points that absorb damage before... | | Heavy ablative armor (280) | - | 27 | - | Ablative armor provides 280 temporary hull points that absorb damage before the... | | Heavy ablative armor (280) | - | - | - | Ablative armor providing 280 temporary hull points that absorb damage before... | | Heavy ablative armor (320) | - | - | - | Ablative armor providing 320 temporary hull points that absorb damage before... | | Heavy ablative armor (320) | - | 29 | - | Ablative armor provides 320 temporary hull points that absorb damage before the... | | Heavy ablative armor (360) | - | - | - | Ablative armor providing 360 temporary hull points that absorb damage before... | | Heavy ablative armor (360) | - | 31 | - | Ablative armor provides 360 temporary hull points that absorb damage before the... | | Heavy ablative armor (400) | - | 34 | - | Ablative armor provides 400 temporary hull points that absorb damage before the... | | Heavy ablative armor (400) | - | - | - | Ablative armor providing 400 temporary hull points that absorb damage before... | | Heavy aeon caster | - | 18 | 20 | A heavy weapon (direct). It deals 6d6 damage. Range: medium hexes. BP: 18 |... | | Heavy aeon caster | - | - | - | A heavy-class direct-fire weapon. Deals 6d6 damage. Range: 10 hexes. Special... | | Heavy aeon torpedo launcher | - | - | - | A heavy-class tracking weapon. Deals 6d8 damage. Range: 20 hexes. Tracking... | | Heavy aeon torpedo launcher | - | 20 | 15 | A heavy weapon (tracking). It deals 6d8 damage. Range: long hexes. BP: 20 |... | | Heavy antimatter missile launcher | - | - | - | A heavy-class tracking weapon. Deals 10d10 damage. Range: 20 hexes. Tracking... | | Heavy antimatter missile launcher | - | 35 | 15 | A heavy weapon (tracking). It deals 10d10 damage. Range: long hexes. BP: 35 |... | | Heavy buster cannon | - | - | - | A heavy-class direct-fire weapon. Deals 6d8 damage. Range: 10 hexes. Special... | | Heavy buster cannon | - | 16 | 15 | A heavy weapon (direct). It deals 6d8 damage. Range: medium hexes. BP: 16 |... | | Heavy carrion-missile launcher | - | 15 | 15 | A heavy weapon (tracking). It deals 6d10 damage. Range: long hexes. BP: 15 |... | | Heavy carrion-missile launcher | - | - | - | A heavy-class tracking weapon. Deals 6d10 damage. Range: 20 hexes. Tracking... | | Heavy cytoplasm launcher | - | 10 | 10 | Daring bioengineers can recover cytoplasm from a destroyed stellar protozoa and... | | Heavy cytoplasm launcher | - | - | - | Daring bioengineers can recover cytoplasm from a destroyed stellar protozoa and... | | Heavy deflector shield 13 | - | 33 | 60 | This shield system provides 330 Shield Points with a regeneration rate of 6 SP... | | Heavy deflector shield 13 | - | - | - | A deflector shield system with a defense value of 13. Provides +2 to AC.... | | Heavy deflector shield 15 | - | 36 | 80 | This shield system provides 360 Shield Points with a regeneration rate of 7 SP... | | Heavy deflector shield 15 | - | - | - | A deflector shield system with a defense value of 15. Provides +2 to AC.... | | Heavy drone launcher (2d8) | - | 25 | 20 | A capital weapon (tracking). It deals (2d8)*10 damage. Range: long hexes. BP:... | | Heavy drone launcher (2d8) | - | - | - | A capital-class tracking weapon. Deals (2d8)*10 damage. Range: 20 hexes.... | | Heavy EMP cannon | - | 12 | 30 | A heavy weapon (direct). It deals special damage. Range: medium hexes. BP: 12 |... | | Heavy EMP cannon | - | - | - | A heavy-class direct-fire weapon. Deals special damage. Range: 10 hexes.... | | Heavy explosion injector | - | 26 | 10 | A heavy weapon (direct). It deals 6d12 damage. Range: none hexes. BP: 26 | PCU:... | | Heavy explosion injector | - | - | - | A heavy-class direct-fire weapon. Deals 6d12 damage. Range: none. Special... | | Heavy flak spores | - | 13 | 15 | A heavy weapon (direct). It deals 4d6 damage. Range: none hexes. BP: 13 | PCU:... | | Heavy flak spores | - | - | - | A heavy-class direct-fire weapon. Deals 4d6 damage. Range: none. Special... | | Heavy force ramming prow (40) | - | 10 | 10 | A heavy weapon (melee). It deals 3d4 damage. Range: none hexes. BP: 10 | PCU:... | | Heavy force ramming prow (40) | - | - | - | A heavy-class melee weapon. Deals 3d4 damage. Range: none. Special properties:... | | Heavy frag mines (3) | - | 45 | 10 | A capital weapon (tracking). It deals (4d8)*10 damage. Range: none hexes. BP:... | | Heavy frag mines (3) | - | - | - | A capital-class tracking weapon. Deals (4d8)*10 damage. Range: none. Special... | | Heavy Freighter | - | 30 | - | Base Frame - Large
StatValue SizeLarge ManeuverabilityPoor (-1 Piloting, turn... | | Heavy hacksaw arm | - | - | - | A heavy-class melee weapon. Deals 10d6 damage. Range: none. Special properties:... | | Heavy hacksaw arm | - | 15 | 20 | A heavy weapon (melee). It deals 10d6 damage. Range: none hexes. BP: 15 | PCU:... | | Heavy Hauler | - | 40 | - | Base Frame - Large Drift Crisis pg. 103
StatValue SizeLarge... | | Heavy laser array | - | 10 | 15 | A heavy weapon (direct). It deals 6d4 damage. Range: short hexes. BP: 10 | PCU:... | | Heavy laser array | - | - | - | A heavy-class direct-fire weapon. Deals 6d4 damage. Range: 5 hexes. Special... | | Heavy laser cannon | - | - | - | A heavy-class direct-fire weapon. Deals 4d8 damage. Range: 10 hexes. Cost: 15... | | Heavy Laser Cannon | - | 6 | 6 | A Heavy weapon (Direct). It deals 4d6 damage. Range: 12 hexes. BP: 6 | PCU: 6 | | Heavy laser net (+12) | - | 15 | 15 | A heavy weapon (direct). It deals 5d6 damage. Range: short hexes. BP: 15 | PCU:... | | Heavy laser net (+12) | - | - | - | A heavy-class direct-fire weapon. Deals 5d6 damage. Range: 5 hexes. Special... | | Heavy nuclear mines (1) | - | - | - | A heavy-class tracking weapon. Deals 10d8 damage. Range: none. Special... | | Heavy nuclear mines (1) | - | 14 | 10 | A heavy weapon (tracking). It deals 10d8 damage. Range: none hexes. BP: 14 |... | | Heavy nuclear missile launcher | - | 35 | 15 | A heavy weapon (tracking). It deals 10d8 damage. Range: long hexes. BP: 35 |... | | Heavy nuclear missile launcher | - | - | - | A heavy-class tracking weapon. Deals 10d8 damage. Range: 20 hexes. Tracking... | | Heavy nuclear silo (10) | - | - | - | A heavy-class tracking weapon. Deals 10d10 damage. Range: 20 hexes. Tracking... | | Heavy nuclear silo (10) | - | 35 | 15 | A heavy weapon (tracking). It deals 10d10 damage. Range: long hexes. BP: 35 |... | | Heavy orbital death knell (7) | - | - | - | A heavy-class direct-fire weapon. Deals 7d10 damage. Range: 10 hexes. Special... | | Heavy orbital death knell (7) | - | 36 | 40 | A heavy weapon (direct). It deals 7d10 damage. Range: medium hexes. BP: 36 |... | | Heavy orbital particle cannon (5) | - | 42 | 40 | A heavy weapon (direct). It deals 5d10 damage. Range: long hexes. BP: 42 | PCU:... | | Heavy orbital particle cannon (5) | - | - | - | A heavy-class direct-fire weapon. Deals 5d10 damage. Range: 20 hexes. Special... | | Heavy Plasma Cannon | - | 8 | 10 | A Heavy weapon (Direct). It deals 4d8 damage. Range: 8 hexes. BP: 8 | PCU: 10 | | Heavy plasma mines (4) | - | 18 | 10 | A heavy weapon (tracking). It deals 4d12 damage. Range: none hexes. BP: 18 |... | | Heavy plasma mines (4) | - | - | - | A heavy-class tracking weapon. Deals 4d12 damage. Range: none. Special... | | Heavy plasma torpedo launcher | - | 18 | 10 | A heavy weapon (tracking). It deals 5d10 damage. Range: long hexes. BP: 18 |... | | Heavy plasma torpedo launcher | - | - | - | A heavy-class tracking weapon. Deals 5d10 damage. Range: 20 hexes. Tracking... | | Heavy plasma torpedo pod | - | - | - | A heavy-class tracking weapon. Deals 5d10 damage. Range: 20 hexes. Tracking... | | Heavy plasma torpedo pod | - | 18 | - | A heavy weapon (tracking). It deals 5d10 damage. Range: long hexes. BP: 18 |... | | Heavy ramming prow | - | 8 | 1 | A heavy weapon (melee). It deals 5d4 damage. Range: none hexes. BP: 8 | PCU: 1... | | Heavy ramming prow | - | - | - | A heavy-class melee weapon. Deals 5d4 damage. Range: none. Special properties:... | | Heavy Seer-Shard Projector | - | - | - | Grown from magical trees shaped by song, Uzodian starships often include unique... | | Heavy Seer-Shard Projector | - | 27 | 10 | Grown from magical trees shaped by song, Uzodian starships often include unique... | | Heavy Shields 150 | - | 22 | 40 | This shield system provides 150 Shield Points with a regeneration rate of 6 SP... | | Heavy Shields 200 | - | 28 | 50 | This shield system provides 200 Shield Points with a regeneration rate of 8 SP... | | Heavy Shields 240 | - | 32 | 55 | This shield system provides 240 Shield Points with a regeneration rate of 9 SP... | | Heavy Shields 240 | - | - | - | A shield generator providing 240 Shield Points with a regeneration rate of 16... | | Heavy Shields 280 | - | - | - | A shield generator providing 280 Shield Points with a regeneration rate of 16... | | Heavy Shields 280 | - | 36 | 60 | This shield system provides 280 Shield Points with a regeneration rate of 10 SP... | | Heavy Shields 320 | - | 40 | 70 | This shield system provides 320 Shield Points with a regeneration rate of 11 SP... | | Heavy Shields 320 | - | - | - | A shield generator providing 320 Shield Points with a regeneration rate of 16... | | Heavy Shields 360 | - | 44 | 80 | This shield system provides 360 Shield Points with a regeneration rate of 12 SP... | | Heavy Shields 360 | - | - | - | A shield generator providing 360 Shield Points with a regeneration rate of 32... | | Heavy Shields 420 | - | 50 | 90 | This shield system provides 420 Shield Points with a regeneration rate of 14 SP... | | Heavy Shields 420 | - | - | - | A shield generator providing 420 Shield Points with a regeneration rate of 32... | | Heavy Shields 480 | - | 56 | 110 | This shield system provides 480 Shield Points with a regeneration rate of 16 SP... | | Heavy Shields 480 | - | - | - | A shield generator providing 480 Shield Points with a regeneration rate of 32... | | Heavy ship tether | - | 14 | 10 | A heavy weapon (melee). It deals 4d8 damage. Range: none hexes. BP: 14 | PCU:... | | Heavy ship tether | - | - | - | A heavy-class melee weapon. Deals 4d8 damage. Range: none. Special properties:... | | Heavy Song Cannon | - | 14 | 20 | Type: direct Class: heavy Damage: 2d12 Range: medium PCU: 20 BP: 14 Grown from... | | Heavy Song Cannon | - | - | - | Grown from magical trees shaped by song, Uzodian starships often include unique... | | Heavy spore torpedo launcher | - | 10 | 10 | A heavy weapon (tracking). It deals 5d8 damage. Range: medium hexes. BP: 10 |... | | Heavy spore torpedo launcher | - | - | - | A heavy-class tracking weapon. Deals 5d8 damage. Range: 10 hexes. Tracking... | | Heavy static projector | - | 27 | 20 | A heavy weapon (direct). It deals 3d6 damage. Range: medium hexes. BP: 27 |... | | Heavy static projector | - | - | - | A heavy-class direct-fire weapon. Deals 3d6 damage. Range: 10 hexes. Special... | | Heavy teleportation beam (2) | - | 35 | 40 | A heavy weapon (direct). It deals 3d20 damage. Range: medium hexes. BP: 35 |... | | Heavy teleportation beam (2) | - | - | - | A heavy-class direct-fire weapon. Deals 3d20 damage. Range: 10 hexes. Special... | | Heavy torpedo launcher | - | - | - | A heavy-class tracking weapon. Deals 5d8 damage. Range: 20 hexes. Tracking... | | Heavy Torpedo Launcher | - | 8 | 8 | Heavy Weapon - Tracking
StatValue TypeTracking ClassHeavy Damage4d10 Range16... | | Heavy tzibeam (5d6) | - | 30 | 40 | Type: direct Class: heavy Damage: 6d6 Range: medium PCU: 40 BP: 30 Tzibeams... | | Heavy tzibeam (5d6) | - | - | - | Tzibeams are starship weapons that incorporate the head, spine, and long bones... | | Heavy vandal rocket launcher (3d4) | - | 15 | 18 | Jinsul assault ships are often outfitted with vandal rocket launchers. A vandal... | | Heavy vandal rocket launcher (3d4) | - | - | - | Jinsul assault ships are often outfitted with vandal rocket launchers. A vandal... | | Heavy-blade hull | - | - | - | A heavy-class melee weapon. Deals 6d8 damage. Range: none. Cost: 17 BP | PCU:... | | Heavy-blade hull | - | 17 | 10 | A heavy weapon (melee). It deals 6d8 damage. Range: none hexes. BP: 17 | PCU:... | | Heightened magic torpedo unit | - | - | - | A heavy-class tracking weapon. Deals 5d4+5 damage. Range: 20 hexes. Tracking... | | Heightened magic torpedo unit | - | 20 | 20 | A heavy weapon (tracking). It deals 5d4+5 damage. Range: long hexes. BP: 20 |... | | Helldrive | - | - | - | >Interstellar Travel Just as the Church of Iomedae made early use of... | | Hellfire Beam | - | - | - | A light-class direct-fire weapon. Deals 6d6 damage. Range: 10 hexes. | | Hellfire Beam | - | - | - | A light weapon (direct). It deals 6d6 damage. Range: medium hexes. BP: 0 | PCU:... | | Hellfire mines (4) | - | - | - | A capital-class tracking weapon. Deals (2d10)*10 damage. Range: none. Special... | | Hellfire mines (4) | - | 40 | 10 | A capital weapon (tracking). It deals (2d10)*10 damage. Range: none hexes. BP:... | | Hellfire torpedo launcher | - | - | - | A capital-class tracking weapon. Deals (2d10)*10 damage. Range: 20 hexes.... | | Hellfire torpedo launcher | - | 40 | 10 | A capital weapon (tracking). It deals (2d10)*10 damage. Range: long hexes. BP:... | | High explosive missile launcher | - | - | - | A light-class tracking weapon. Deals 4d8 damage. Range: 20 hexes. Tracking... | | High explosive missile launcher | - | 14 | 10 | A light weapon (tracking). It deals 4d8 damage. Range: long hexes. BP: 14 |... | | Hive Bay | - | 10 | 5 | Xenowarden capital ships have the ability to launch pod ships to use as... | | Hive joining | - | - | - | Xenowarden pod ships (see page 162) have the ability to merge together, forming... | | Hivonyx Ambassador | - | - | - | A tier 4 medium starship with good maneuverability. Stats: HP 52 (increment... | | Holographic Mantle (Hybrid) | - | - | - | A starship equipped with a holographic mantle can appear as another vessel of... | | Hydroponic Garden | - | 5 | - | This space holds an entirely self-sustaining garden, complete with oxygen... | | Hypermass cannon | - | - | - | A capital-class direct-fire weapon. Deals (6d6)*10 damage. Range: 20 hexes.... | | Hypermass cannon | - | 40 | 40 | A capital weapon (direct). It deals (6d6)*10 damage. Range: long hexes. BP: 40... | | Idaran Keris | - | - | - | A tier 3 tiny starship with good maneuverability. Stats: HP 35 (increment 7),... | | Idaran Millennia | - | - | - | A tier 12 gargantuan starship with poor maneuverability. Stats: HP 132... | | Idaran Thunderbolt | - | - | - | A tier 6 small starship with perfect maneuverability. Stats: HP 32 (increment... | | Imperial Shrine | - | 1 | 1 | A shrine venerating the history and legacy of the Flurnum Imperium encourages... | | Imposing ramming prow | - | - | - | A heavy-class melee weapon. Deals 4d4 damage. Range: none. Special properties:... | | Imposing ramming prow | - | 10 | 1 | A heavy weapon (melee). It deals 4d4 damage. Range: none hexes. BP: 10 | PCU: 1... | | Industry | - | 10 | 40 | As functioning factories or industrial centers, some starships allow a specific... | | Infernex Burning Nail | - | - | - | A tier 1 tiny starship with good maneuverability. Stats: HP 35 (increment 7),... | | Infernex Interdictus | - | - | - | A tier 13 huge starship with average maneuverability. Stats: HP 102 (increment... | | Infernex Justiciar | - | - | - | A tier 11 large starship with average maneuverability. Stats: HP 90 (increment... | | Inferno Core | - | - | 400 | This power core generates 400 PCU for shipboard systems. BP: 0 | PCU: 400 | | Inferno Core | - | - | - | A power core generating 400 PCU for shipboard systems. | | Inheritorworks Redeemer | - | - | - | A tier 18 colossal starship with clumsy maneuverability. Stats: HP 120... | | Inheritorworks Shieldcraft | - | - | - | A tier 8 medium starship with average maneuverability. Stats: HP 60 (increment... | | Inheritorworks Truestrike | - | - | - | A tier 0.3333333333333333 tiny starship with perfect maneuverability. Stats: HP... | | Interceptor | - | 6 | - | Base Frame - Tiny
StatValue SizeTiny ManeuverabilityPerfect (+3 Piloting,... | | L10 thrusters | - | - | - | Large-class thruster system providing a speed of 10 hexes per round. Piloting... | | L10 thrusters | - | 15 | 120 | Large-class thrusters providing a speed of 10 hexes per round. Higher speed... | | L4 thrusters | - | - | - | Large-class thruster system providing a speed of 4 hexes per round. Piloting... | | L4 Thrusters | - | 8 | - | Large-class thrusters providing a speed of 4 hexes per round. Higher speed... | | L6 thrusters | - | 10 | 80 | Large-class thrusters providing a speed of 6 hexes per round. Higher speed... | | L6 thrusters | - | - | - | Large-class thruster system providing a speed of 6 hexes per round. Piloting... | | L8 thrusters | - | 12 | 100 | Large-class thrusters providing a speed of 8 hexes per round. Higher speed... | | L8 thrusters | - | - | - | Large-class thruster system providing a speed of 8 hexes per round. Piloting... | | Laser net (+10) | - | 9 | 10 | A light weapon (direct). It deals 2d6 damage. Range: short hexes. BP: 9 | PCU:... | | Laser net (+10) | - | - | - | A light-class direct-fire weapon. Deals 2d6 damage. Range: 5 hexes. Special... | | Launch Tubes | - | 5 | 10 | Designed to fit on Medium and Large vessels, these tubes allow a ship to carry... | | Lido | - | 10 | 2 | This ship area features lawns, pools, and other traditional outdoor... | | Life Boats | - | 4 | - | A life boat is a more sophisticated version of an escape pod, designed to carry... | | Light ablative armor (100) | - | 14 | - | Ablative armor provides 100 temporary hull points that absorb damage before the... | | Light ablative armor (100) | - | - | - | Ablative armor providing 100 temporary hull points that absorb damage before... | | Light ablative armor (52) | - | - | - | Ablative armor providing 52 temporary hull points that absorb damage before the... | | Light ablative armor (52) | - | 8 | - | Ablative armor provides 52 temporary hull points that absorb damage before the... | | Light ablative armor (64) | - | 10 | - | Ablative armor provides 64 temporary hull points that absorb damage before the... | | Light ablative armor (64) | - | - | - | Ablative armor providing 64 temporary hull points that absorb damage before the... | | Light ablative armor (76) | - | 12 | - | Ablative armor provides 76 temporary hull points that absorb damage before the... | | Light ablative armor (76) | - | - | - | Ablative armor providing 76 temporary hull points that absorb damage before the... | | Light ablative armor (88) | - | 13 | - | Ablative armor provides 88 temporary hull points that absorb damage before the... | | Light ablative armor (88) | - | - | - | Ablative armor providing 88 temporary hull points that absorb damage before the... | | Light aeon torpedo launcher | - | 8 | 10 | A light weapon (tracking). It deals 3d6 damage. Range: long hexes. BP: 8 | PCU:... | | Light aeon torpedo launcher | - | - | - | A light-class tracking weapon. Deals 3d6 damage. Range: 20 hexes. Tracking... | | Light buster cannon | - | - | - | A light-class direct-fire weapon. Deals 3d8 damage. Range: 5 hexes. Special... | | Light buster cannon | - | 9 | 10 | A light weapon (direct). It deals 3d8 damage. Range: short hexes. BP: 9 | PCU:... | | Light carrion-missile launcher | - | 5 | 10 | A light weapon (tracking). It deals 3d8 damage. Range: long hexes. BP: 5 | PCU:... | | Light carrion-missile launcher | - | - | - | A light-class tracking weapon. Deals 3d8 damage. Range: 20 hexes. Tracking... | | Light cytoplasm launcher | - | - | - | Daring bioengineers can recover cytoplasm from a destroyed stellar protozoa and... | | Light cytoplasm launcher | - | 6 | 10 | Daring bioengineers can recover cytoplasm from a destroyed stellar protozoa and... | | Light deflector shield 5 | - | 12 | 10 | This shield system provides 120 Shield Points with a regeneration rate of 2 SP... | | Light deflector shield 5 | - | - | - | A deflector shield system with a defense value of 5. Provides +1 to AC.... | | Light deflector shield 8 | - | - | - | A deflector shield system with a defense value of 8. Provides +1 to AC.... | | Light deflector shield 8 | - | 15 | 15 | This shield system provides 150 Shield Points with a regeneration rate of 3 SP... | | Light EMP cannon | - | 8 | 10 | A light weapon (direct). It deals special damage. Range: short hexes. BP: 8 |... | | Light EMP cannon | - | - | - | A light-class direct-fire weapon. Deals special damage. Range: 5 hexes. Special... | | Light explosion injector | - | - | - | A light-class melee weapon. Deals 3d10 damage. Range: none. Special properties:... | | Light explosion injector | - | 13 | 5 | A light weapon (melee). It deals 3d10 damage. Range: none hexes. BP: 13 | PCU:... | | Light force ramming prow (20) | - | - | - | A light-class melee weapon. Deals 0 damage. Range: none. Special properties:... | | Light force ramming prow (20) | - | 3 | 5 | A light weapon (melee). It deals 0 damage. Range: none hexes. BP: 3 | PCU: 5 |... | | Light frag mines (3) | - | 12 | 5 | A light weapon (tracking). It deals 8d4 damage. Range: none hexes. BP: 12 |... | | Light frag mines (3) | - | - | - | A light-class tracking weapon. Deals 8d4 damage. Range: none. Special... | | Light Freighter | - | 12 | - | Base Frame - Medium
StatValue SizeMedium ManeuverabilityGood (+1 Piloting,... | | Light hacksaw arm | - | 8 | 10 | A light weapon (melee). It deals 4d6 damage. Range: none hexes. BP: 8 | PCU: 10... | | Light hacksaw arm | - | - | - | A light-class melee weapon. Deals 4d6 damage. Range: none. Special properties:... | | Light Hauler | - | 10 | - | Base Frame - Small Drift Crisis pg. 103
StatValue SizeSmall... | | Light Inferno Core | - | - | - | A power core generating 150 PCU for shipboard systems. | | Light Inferno Core | - | - | 150 | This power core generates 150 PCU for shipboard systems. BP: 0 | PCU: 150 | | Light laser cannon | - | - | - | A light-class direct-fire weapon. Deals 2d4 damage. Range: 5 hexes. Cost: 2 BP... | | Light Laser Cannon | - | 2 | 2 | A Light weapon (Direct). It deals 2d4 damage. Range: 8 hexes. BP: 2 | PCU: 2 | | Light Missile Launcher | - | 2 | 3 | Light Weapon - Tracking
StatValue TypeTracking ClassLight Damage2d6 Range10... | | Light orbital death knell (3) | - | 18 | 20 | A light weapon (direct). It deals 3d10 damage. Range: medium hexes. BP: 18 |... | | Light orbital death knell (3) | - | - | - | A light-class direct-fire weapon. Deals 3d10 damage. Range: 10 hexes. Special... | | Light orbital particle cannon (2) | - | - | - | A light-class direct-fire weapon. Deals 2d10 damage. Range: 20 hexes. Special... | | Light orbital particle cannon (2) | - | 21 | 20 | A light weapon (direct). It deals 2d10 damage. Range: long hexes. BP: 21 | PCU:... | | Light particle beam | - | 10 | 10 | A light weapon (direct). It deals 3d6 damage. Range: medium hexes. BP: 10 |... | | Light particle beam | - | - | - | A light-class direct-fire weapon. Deals 3d6 damage. Range: 10 hexes. Cost: 10... | | Light plasma cannon | - | - | - | A light-class direct-fire weapon. Deals 2d12 damage. Range: 5 hexes. Cost: 12... | | Light Plasma Cannon | - | 3 | 4 | A Light weapon (Direct). It deals 2d6 damage. Range: 6 hexes. BP: 3 | PCU: 4 | | Light plasma mines (4) | - | 12 | 5 | A light weapon (tracking). It deals 2d12 damage. Range: none hexes. BP: 12 |... | | Light plasma mines (4) | - | - | - | A light-class tracking weapon. Deals 2d12 damage. Range: none. Special... | | Light plasma torpedo launcher | - | - | - | A light-class tracking weapon. Deals 3d8 damage. Range: 20 hexes. Tracking... | | Light plasma torpedo launcher | - | 11 | 5 | A light weapon (tracking). It deals 3d8 damage. Range: long hexes. BP: 11 |... | | Light plasma torpedo pod | - | 11 | - | A light weapon (tracking). It deals 3d8 damage. Range: long hexes. BP: 11 |... | | Light plasma torpedo pod | - | - | - | A light-class tracking weapon. Deals 3d8 damage. Range: 20 hexes. Tracking... | | Light ramming prow | - | 6 | 1 | A light weapon (melee). It deals 3d4 damage. Range: none hexes. BP: 6 | PCU: 1... | | Light ramming prow | - | - | - | A light-class melee weapon. Deals 3d4 damage. Range: none. Special properties:... | | Light Seer-Shard Projector | - | - | - | Grown from magical trees shaped by song, Uzodian starships often include unique... | | Light Seer-Shard Projector | - | 10 | 5 | Grown from magical trees shaped by song, Uzodian starships often include unique... | | Light Shields 30 | - | 5 | 10 | This shield system provides 30 Shield Points with a regeneration rate of 2 SP... | | Light Shields 50 | - | 8 | 20 | This shield system provides 50 Shield Points with a regeneration rate of 3 SP... | | Light Shields 60 | - | 10 | 20 | This shield system provides 60 Shield Points with a regeneration rate of 3 SP... | | Light Shields 60 | - | - | - | A shield generator providing 60 Shield Points with a regeneration rate of 2 SP... | | Light Shields 70 | - | 11 | 25 | This shield system provides 70 Shield Points with a regeneration rate of 4 SP... | | Light Shields 70 | - | - | - | A shield generator providing 70 Shield Points with a regeneration rate of 2 SP... | | Light Shields 80 | - | 12 | 30 | This shield system provides 80 Shield Points with a regeneration rate of 4 SP... | | Light Shields 80 | - | - | - | A shield generator providing 80 Shield Points with a regeneration rate of 2 SP... | | Light ship tether | - | - | - | A light-class melee weapon. Deals 2d6 damage. Range: none. Special properties:... | | Light ship tether | - | 6 | 5 | A light weapon (melee). It deals 2d6 damage. Range: none hexes. BP: 6 | PCU: 5... | | Light spore torpedo launcher | - | - | - | A light-class tracking weapon. Deals 3d6 damage. Range: 10 hexes. Tracking... | | Light spore torpedo launcher | - | 5 | 5 | A light weapon (tracking). It deals 3d6 damage. Range: medium hexes. BP: 5 |... | | Light static projector | - | 9 | 10 | A light weapon (direct). It deals 1d6 damage. Range: short hexes. BP: 9 | PCU:... | | Light static projector | - | - | - | A light-class direct-fire weapon. Deals 1d6 damage. Range: 5 hexes. Special... | | Light teleportation beam (1) | - | - | - | A light-class direct-fire weapon. Deals 1d20 damage. Range: 5 hexes. Special... | | Light teleportation beam (1) | - | 14 | 15 | A light weapon (direct). It deals 1d20 damage. Range: short hexes. BP: 14 |... | | Light torpedo launcher | - | - | - | A light-class tracking weapon. Deals 2d8 damage. Range: 20 hexes. Tracking... | | Light Torpedo Launcher | - | 3 | 4 | Light Weapon - Tracking
StatValue TypeTracking ClassLight Damage2d8 Range12... | | Light tzibeam (2d6) | - | - | - | Tzibeams are starship weapons that incorporate the head, spine, and long bones... | | Light tzibeam (2d6) | - | 15 | 20 | Type: direct Class: light Damage: 3d6 Range: short PCU: 20 BP: 15 Tzibeams are... | | Light-blade hull | - | 10 | 5 | A light weapon (melee). It deals 3d8 damage. Range: none hexes. BP: 10 | PCU: 5... | | Light-blade hull | - | - | - | A light-class melee weapon. Deals 3d8 damage. Range: none. Cost: 10 BP | PCU: 5... | | Luxury Ship Framework | - | - | - | Luxury ships are designed to enable especially comfortable travel to all manner... | | M10 thrusters | - | - | - | Medium-class thruster system providing a speed of 10 hexes per round. Piloting... | | M10 thrusters | - | 10 | 70 | Medium-class thrusters providing a speed of 10 hexes per round. Higher speed... | | M12 thrusters | - | - | - | Medium-class thruster system providing a speed of 12 hexes per round. Piloting... | | M12 thrusters | - | 12 | 80 | Medium-class thrusters providing a speed of 12 hexes per round. Higher speed... | | M4 thrusters | - | - | - | Medium-class thruster system providing a speed of 4 hexes per round. Piloting... | | M4 Thrusters | - | 5 | - | Medium-class thrusters providing a speed of 4 hexes per round. Higher speed... | | M6 thrusters | - | - | - | Medium-class thruster system providing a speed of 6 hexes per round. Piloting... | | M6 Thrusters | - | 6 | - | Medium-class thrusters providing a speed of 6 hexes per round. Higher speed... | | M8 thrusters | - | 8 | 60 | Medium-class thrusters providing a speed of 8 hexes per round. Higher speed... | | M8 thrusters | - | - | - | Medium-class thruster system providing a speed of 8 hexes per round. Piloting... | | Magic power core, arcane dawn | - | - | - | A life-giving tree of light with roots penetrating every corner of the vessel... | | Magic power core, arcane dawn | - | 35 | 300 | A life-giving tree of light with roots penetrating every corner of the vessel... | | Magic power core, arcane dusk | - | 65 | 600 | A life-giving tree of light with roots penetrating every corner of the vessel... | | Magic power core, arcane dusk | - | - | - | A life-giving tree of light with roots penetrating every corner of the vessel... | | Magic power core, arcane zenith | - | - | - | A life-giving tree of light with roots penetrating every corner of the vessel... | | Magic power core, arcane zenith | - | 45 | 400 | A life-giving tree of light with roots penetrating every corner of the vessel... | | Magic Sensors | - | - | - | Magic sensors, whether enchanted crystals or rune-encrusted lenses, can be... | | Magic Sensors | - | - | - | Magic sensors, whether enchanted crystals or rune-encrusted lenses, can be... | | Magic Thrusters | - | - | - | Magic thrusters use arcane energy to move a starship and can provide improved... | | Magic torpedo unit | - | - | - | A light-class tracking weapon. Deals 2d4+2 damage. Range: 20 hexes. Tracking... | | Magic torpedo unit | - | 10 | 10 | A light weapon (tracking). It deals 2d4+2 damage. Range: long hexes. BP: 10 |... | | Magical Beast | - | - | - | Titanic natives of the Plane of Fire, fire whales can be found swimming in the... | | Magical Beast | - | - | - | Base Frame - Small (Organic) AP #13 pg. 58
StatValue SizeSmall... | | Maser | - | 22 | 35 | A heavy weapon (direct). It deals 6d10 damage. Range: long hexes. BP: 22 | PCU:... | | Maser | - | - | - | A heavy-class direct-fire weapon. Deals 6d10 damage. Range: 20 hexes. Cost: 22... | | Mass driver | - | - | - | A capital-class direct-fire weapon. Deals (2d6)*10 damage. Range: 20 hexes.... | | Mass Driver | - | 20 | 20 | A Capital weapon (Direct). It deals 8d10 damage. Range: 20 hexes. BP: 20 | PCU:... | | Mass simulator, mk 1 | - | - | - | A specialized mass driver enables smaller vessels to tug larger vessels or... | | Mass simulator, mk 2 | - | - | - | A specialized mass driver enables smaller vessels to tug larger vessels or... | | Mass simulator, mk 3 | - | - | - | A specialized mass driver enables smaller vessels to tug larger vessels or... | | Mass simulator, mk 4 | - | - | - | A specialized mass driver enables smaller vessels to tug larger vessels or... | | Massive ramming prow | - | 20 | 5 | A capital weapon (melee). It deals (2d4)*10 damage. Range: none hexes. BP: 20 |... | | Massive ramming prow | - | - | - | A capital-class melee weapon. Deals (2d4)*10 damage. Range: none. Special... | | Mech Bay | - | 15 | 15 | A mech bay takes up two expansion bays and can be installed only in a Large or... | | Medical Bay | - | 4 | - | A medical bay functions as a shipboard medical lab with diagnostic equipment,... | | Medium ablative armor (120) | - | 16 | - | Ablative armor provides 120 temporary hull points that absorb damage before the... | | Medium ablative armor (120) | - | - | - | Ablative armor providing 120 temporary hull points that absorb damage before... | | Medium ablative armor (140) | - | - | - | Ablative armor providing 140 temporary hull points that absorb damage before... | | Medium ablative armor (140) | - | 17 | - | Ablative armor provides 140 temporary hull points that absorb damage before the... | | Medium ablative armor (160) | - | - | - | Ablative armor providing 160 temporary hull points that absorb damage before... | | Medium ablative armor (160) | - | 19 | - | Ablative armor provides 160 temporary hull points that absorb damage before the... | | Medium ablative armor (180) | - | - | - | Ablative armor providing 180 temporary hull points that absorb damage before... | | Medium ablative armor (180) | - | 21 | - | Ablative armor provides 180 temporary hull points that absorb damage before the... | | Medium ablative armor (200) | - | - | - | Ablative armor providing 200 temporary hull points that absorb damage before... | | Medium ablative armor (200) | - | 22 | - | Ablative armor provides 200 temporary hull points that absorb damage before the... | | Medium deflector shield 10 | - | 22 | 30 | This shield system provides 220 Shield Points with a regeneration rate of 4 SP... | | Medium deflector shield 10 | - | - | - | A deflector shield system with a defense value of 10. Provides +2 to AC.... | | Medium deflector shield 12 | - | - | - | A deflector shield system with a defense value of 12. Provides +2 to AC.... | | Medium deflector shield 12 | - | 26 | 45 | This shield system provides 260 Shield Points with a regeneration rate of 5 SP... | | Medium Shields 100 | - | 16 | 30 | This shield system provides 100 Shield Points with a regeneration rate of 5 SP... | | Medium Shields 120 | - | - | - | A shield generator providing 120 Shield Points with a regeneration rate of 4 SP... | | Medium Shields 120 | - | 18 | 35 | This shield system provides 120 Shield Points with a regeneration rate of 6 SP... | | Medium Shields 140 | - | 20 | 35 | This shield system provides 140 Shield Points with a regeneration rate of 6 SP... | | Medium Shields 140 | - | - | - | A shield generator providing 140 Shield Points with a regeneration rate of 4 SP... | | Medium Shields 160 | - | 22 | 45 | This shield system provides 160 Shield Points with a regeneration rate of 7 SP... | | Medium Shields 160 | - | - | - | A shield generator providing 160 Shield Points with a regeneration rate of 8 SP... | | Medium Shields 200 | - | 26 | 50 | This shield system provides 200 Shield Points with a regeneration rate of 8 SP... | | Medium Shields 200 | - | - | - | A shield generator providing 200 Shield Points with a regeneration rate of 8 SP... | | Medium Shields 75 | - | 12 | 25 | This shield system provides 75 Shield Points with a regeneration rate of 4 SP... | | Medium Shields 80 | - | 13 | 30 | This shield system provides 80 Shield Points with a regeneration rate of 4 SP... | | Medium Shields 90 | - | 14 | 30 | This shield system provides 90 Shield Points with a regeneration rate of 5 SP... | | Medium Shields 90 | - | - | - | A shield generator providing 90 Shield Points with a regeneration rate of 4 SP... | | Mega carrion-missile launcher | - | - | - | A capital-class tracking weapon. Deals (3d8)*10 damage. Range: 20 hexes.... | | Mega carrion-missile launcher | - | 25 | 15 | A capital weapon (tracking). It deals (3d8)*10 damage. Range: long hexes. BP:... | | Mega teleportation beam (3) | - | - | - | A capital-class direct-fire weapon. Deals (1d20)*10 damage. Range: 20 hexes.... | | Mega teleportation beam (3) | - | 65 | 55 | A capital weapon (direct). It deals (1d20)*10 damage. Range: long hexes. BP: 65... | | Menagerie | - | 5 | 1 | Whether looking to transport and research zoological specimens or display... | | Merciless Blade | - | - | - | A tier 19 superColossal starship with clumsy maneuverability. Stats: HP 150... | | Micromissile battery | - | 5 | 10 | A light weapon (tracking). It deals 2d6 damage. Range: long hexes. BP: 5 | PCU:... | | Micromissile battery | - | - | - | A light-class tracking weapon. Deals 2d6 damage. Range: 20 hexes. Tracking... | | Micron Heavy | - | 8 | 40 | This power core generates 40 PCU for shipboard systems. It regenerates 8 PCU... | | Micron Light | - | 6 | 30 | This power core generates 30 PCU for shipboard systems. It regenerates 6 PCU... | | Micron Ultra | - | 4 | 80 | This power core generates 20 PCU for shipboard systems. It regenerates 4 PCU... | | Micron Ultra | - | - | - | A power core generating 80 PCU for shipboard systems. Compatible with Tiny... | | Micron Ultralight | - | 4 | 20 | This power core generates 20 PCU for shipboard systems. It regenerates 4 PCU... | | Military Sensors | - | 15 | - | A starship sensor array with a range of 8 hexes. Provides a +4 item bonus to... | | Mini-nuke mines (1) | - | - | - | A light-class tracking weapon. Deals 5d8 damage. Range: none. Special... | | Mini-nuke mines (1) | - | 8 | 5 | A light weapon (tracking). It deals 5d8 damage. Range: none hexes. BP: 8 | PCU:... | | Mining laser | - | 5 | 10 | A light weapon (direct). It deals 2d6 damage. Range: short hexes. BP: 5 | PCU:... | | Mining laser | - | - | - | A light-class direct-fire weapon. Deals 2d6 damage. Range: 5 hexes. Special... | | Minor ramming prow | - | 4 | 1 | A light weapon (melee). It deals 2d4 damage. Range: none hexes. BP: 4 | PCU: 1... | | Minor ramming prow | - | - | - | A light-class melee weapon. Deals 2d4 damage. Range: none. Special properties:... | | Missile blocker | - | - | - | A light-class direct-fire weapon. Deals 1d10 damage. Range: 5 hexes. Special... | | Missile blocker | - | 8 | 10 | A light weapon (direct). It deals 1d10 damage. Range: short hexes. BP: 8 | PCU:... | | Mk 1 armor | - | - | - | Starship armor plating providing a +1 bonus to AC. Cost: 1 BP | CRB pg. 297 | | Mk 1 Armor | - | 2 | - | This armor plating provides a +1 item bonus to AC. BP: 2 | | Mk 1 bulkheads | - | - | - | Reinforced bulkheads providing 10% fortification against critical damage. When... | | Mk 1 bulkheads | - | 2 | - | Mk 1 bulkheads reinforce the starship's internal structure, providing a +1... | | Mk 1 Countermeasures | - | 2 | - | This countermeasure system provides a +1 item bonus to TL, making the ship... | | Mk 1 defenses | - | - | - | A defensive countermeasure system providing a +1 bonus to TL (Target Lock),... | | Mk 1 defenses | - | 2 | 1 | Mk 1 defensive systems enhance the starship's overall defensive capabilities,... | | Mk 1 duonode | - | - | - | A dual-node computer system providing a +1 bonus to computer-assisted checks.... | | Mk 1 mononode | - | - | - | A single-node computer system providing a +1 bonus to computer-assisted checks.... | | Mk 1 tetranode | - | - | - | A quad-node computer system providing a +1 bonus to computer-assisted checks.... | | Mk 1 trinode | - | - | - | A triple-node computer system providing a +1 bonus to computer-assisted checks.... | | Mk 10 armor | - | - | - | Starship armor plating providing a +10 bonus to AC. Imposes a -2 penalty to TL.... | | Mk 10 armor | - | 35 | - | This armor plating provides a +10 item bonus to AC. It imposes a -4 penalty to... | | Mk 10 defenses | - | - | - | A defensive countermeasure system providing a +10 bonus to TL (Target Lock),... | | Mk 10 defenses | - | 35 | 13 | Mk 10 defensive systems enhance the starship's overall defensive capabilities,... | | Mk 10 duonode | - | - | - | A dual-node computer system providing a +10 bonus to computer-assisted checks.... | | Mk 10 mononode | - | - | - | A single-node computer system providing a +10 bonus to computer-assisted... | | Mk 11 armor | - | 42 | - | This armor plating provides a +11 item bonus to AC. It imposes a -5 penalty to... | | Mk 11 armor | - | - | - | Starship armor plating providing a +11 bonus to AC. Imposes a -2 penalty to TL.... | | Mk 11 defenses | - | 42 | 16 | Mk 11 defensive systems enhance the starship's overall defensive capabilities,... | | Mk 11 defenses | - | - | - | A defensive countermeasure system providing a +11 bonus to TL (Target Lock),... | | Mk 12 armor | - | - | - | Starship armor plating providing a +12 bonus to AC. Imposes a -3 penalty to TL.... | | Mk 12 armor | - | 50 | - | This armor plating provides a +12 item bonus to AC. It imposes a -5 penalty to... | | Mk 12 defenses | - | - | - | A defensive countermeasure system providing a +12 bonus to TL (Target Lock),... | | Mk 12 defenses | - | 50 | 20 | Mk 12 defensive systems enhance the starship's overall defensive capabilities,... | | Mk 13 armor | - | 60 | - | This armor plating provides a +13 item bonus to AC. It imposes a -6 penalty to... | | Mk 13 armor | - | - | - | Starship armor plating providing a +13 bonus to AC. Imposes a -3 penalty to TL.... | | Mk 13 defenses | - | - | - | A defensive countermeasure system providing a +13 bonus to TL (Target Lock),... | | Mk 13 defenses | - | 60 | 25 | Mk 13 defensive systems enhance the starship's overall defensive capabilities,... | | Mk 14 armor | - | - | - | Starship armor plating providing a +14 bonus to AC. Imposes a -3 penalty to TL.... | | Mk 14 armor | - | 70 | - | This armor plating provides a +14 item bonus to AC. It imposes a -6 penalty to... | | Mk 14 defenses | - | - | - | A defensive countermeasure system providing a +14 bonus to TL (Target Lock),... | | Mk 14 defenses | - | 70 | 32 | Mk 14 defensive systems enhance the starship's overall defensive capabilities,... | | Mk 15 armor | - | 85 | - | This armor plating provides a +15 item bonus to AC. It imposes a -7 penalty to... | | Mk 15 armor | - | - | - | Starship armor plating providing a +15 bonus to AC. Imposes a -4 penalty to TL.... | | Mk 15 defenses | - | 85 | 45 | Mk 15 defensive systems enhance the starship's overall defensive capabilities,... | | Mk 15 defenses | - | - | - | A defensive countermeasure system providing a +15 bonus to TL (Target Lock),... | | Mk 2 armor | - | - | - | Starship armor plating providing a +2 bonus to AC. Cost: 2 BP | CRB pg. 297 | | Mk 2 Armor | - | 4 | - | This armor plating provides a +2 item bonus to AC. BP: 4 | | Mk 2 bulkheads | - | - | - | Reinforced bulkheads providing 20% fortification against critical damage. When... | | Mk 2 bulkheads | - | 3 | - | Mk 2 bulkheads reinforce the starship's internal structure, providing a +2... | | Mk 2 Countermeasures | - | 4 | - | This countermeasure system provides a +2 item bonus to TL, making the ship... | | Mk 2 defenses | - | - | - | A defensive countermeasure system providing a +2 bonus to TL (Target Lock),... | | Mk 2 defenses | - | 4 | 1 | Mk 2 defensive systems enhance the starship's overall defensive capabilities,... | | Mk 2 duonode | - | - | - | A dual-node computer system providing a +2 bonus to computer-assisted checks.... | | Mk 2 mononode | - | - | - | A single-node computer system providing a +2 bonus to computer-assisted checks.... | | Mk 2 tetranode | - | - | - | A quad-node computer system providing a +2 bonus to computer-assisted checks.... | | Mk 2 trinode | - | - | - | A triple-node computer system providing a +2 bonus to computer-assisted checks.... | | Mk 3 armor | - | - | - | Starship armor plating providing a +3 bonus to AC. Cost: 3 BP | CRB pg. 297 | | Mk 3 Armor | - | 6 | - | This armor plating provides a +3 item bonus to AC. It imposes a -1 penalty to... | | Mk 3 bulkheads | - | - | - | Reinforced bulkheads providing 30% fortification against critical damage. When... | | Mk 3 bulkheads | - | 5 | - | Mk 3 bulkheads reinforce the starship's internal structure, providing a +3... | | Mk 3 Countermeasures | - | 6 | - | This countermeasure system provides a +3 item bonus to TL, making the ship... | | Mk 3 defenses | - | 6 | 2 | Mk 3 defensive systems enhance the starship's overall defensive capabilities,... | | Mk 3 defenses | - | - | - | A defensive countermeasure system providing a +3 bonus to TL (Target Lock),... | | Mk 3 duonode | - | - | - | A dual-node computer system providing a +3 bonus to computer-assisted checks.... | | Mk 3 mononode | - | - | - | A single-node computer system providing a +3 bonus to computer-assisted checks.... | | Mk 3 tetranode | - | - | - | A quad-node computer system providing a +3 bonus to computer-assisted checks.... | | Mk 3 trinode | - | - | - | A triple-node computer system providing a +3 bonus to computer-assisted checks.... | | Mk 4 armor | - | - | - | Starship armor plating providing a +4 bonus to AC. Cost: 5 BP | CRB pg. 297 | | Mk 4 Armor | - | 9 | - | This armor plating provides a +4 item bonus to AC. It imposes a -1 penalty to... | | Mk 4 bulkheads | - | - | - | Reinforced bulkheads providing 40% fortification against critical damage. When... | | Mk 4 bulkheads | - | 7 | - | Mk 4 bulkheads reinforce the starship's internal structure, providing a +4... | | Mk 4 Countermeasures | - | 9 | - | This countermeasure system provides a +4 item bonus to TL, making the ship... | | Mk 4 defenses | - | - | - | A defensive countermeasure system providing a +4 bonus to TL (Target Lock),... | | Mk 4 defenses | - | 9 | 3 | Mk 4 defensive systems enhance the starship's overall defensive capabilities,... | | Mk 4 duonode | - | - | - | A dual-node computer system providing a +4 bonus to computer-assisted checks.... | | Mk 4 mononode | - | - | - | A single-node computer system providing a +4 bonus to computer-assisted checks.... | | Mk 4 trinode | - | - | - | A triple-node computer system providing a +4 bonus to computer-assisted checks.... | | Mk 5 armor | - | - | - | Starship armor plating providing a +5 bonus to AC. Imposes a -1 penalty to TL.... | | Mk 5 Armor | - | 12 | - | This armor plating provides a +5 item bonus to AC. It imposes a -2 penalty to... | | Mk 5 bulkheads | - | 10 | - | Mk 5 bulkheads reinforce the starship's internal structure, providing a +5... | | Mk 5 bulkheads | - | - | - | Reinforced bulkheads providing 50% fortification against critical damage. When... | | Mk 5 Countermeasures | - | 12 | - | This countermeasure system provides a +5 item bonus to TL, making the ship... | | Mk 5 defenses | - | 12 | 4 | Mk 5 defensive systems enhance the starship's overall defensive capabilities,... | | Mk 5 defenses | - | - | - | A defensive countermeasure system providing a +5 bonus to TL (Target Lock),... | | Mk 5 duonode | - | - | - | A dual-node computer system providing a +5 bonus to computer-assisted checks.... | | Mk 5 mononode | - | - | - | A single-node computer system providing a +5 bonus to computer-assisted checks.... | | Mk 5 trinode | - | - | - | A triple-node computer system providing a +5 bonus to computer-assisted checks.... | | Mk 6 armor | - | - | - | Starship armor plating providing a +6 bonus to AC. Imposes a -1 penalty to TL.... | | Mk 6 Armor | - | 15 | - | This armor plating provides a +6 item bonus to AC. It imposes a -2 penalty to... | | Mk 6 Countermeasures | - | 15 | - | This countermeasure system provides a +6 item bonus to TL, making the ship... | | Mk 6 defenses | - | - | - | A defensive countermeasure system providing a +6 bonus to TL (Target Lock),... | | Mk 6 defenses | - | 15 | 5 | Mk 6 defensive systems enhance the starship's overall defensive capabilities,... | | Mk 6 duonode | - | - | - | A dual-node computer system providing a +6 bonus to computer-assisted checks.... | | Mk 6 mononode | - | - | - | A single-node computer system providing a +6 bonus to computer-assisted checks.... | | Mk 7 armor | - | - | - | Starship armor plating providing a +7 bonus to AC. Imposes a -1 penalty to TL.... | | Mk 7 Armor | - | 20 | - | This armor plating provides a +7 item bonus to AC. It imposes a -3 penalty to... | | Mk 7 defenses | - | 20 | 7 | Mk 7 defensive systems enhance the starship's overall defensive capabilities,... | | Mk 7 defenses | - | - | - | A defensive countermeasure system providing a +7 bonus to TL (Target Lock),... | | Mk 7 duonode | - | - | - | A dual-node computer system providing a +7 bonus to computer-assisted checks.... | | Mk 7 mononode | - | - | - | A single-node computer system providing a +7 bonus to computer-assisted checks.... | | Mk 8 armor | - | - | - | Starship armor plating providing a +8 bonus to AC. Imposes a -1 penalty to TL.... | | Mk 8 Armor | - | 25 | - | This armor plating provides a +8 item bonus to AC. It imposes a -3 penalty to... | | Mk 8 defenses | - | - | - | A defensive countermeasure system providing a +8 bonus to TL (Target Lock),... | | Mk 8 defenses | - | 25 | 9 | Mk 8 defensive systems enhance the starship's overall defensive capabilities,... | | Mk 8 duonode | - | - | - | A dual-node computer system providing a +8 bonus to computer-assisted checks.... | | Mk 8 mononode | - | - | - | A single-node computer system providing a +8 bonus to computer-assisted checks.... | | Mk 9 armor | - | - | - | Starship armor plating providing a +9 bonus to AC. Imposes a -2 penalty to TL.... | | Mk 9 armor | - | 30 | - | This armor plating provides a +9 item bonus to AC. It imposes a -4 penalty to... | | Mk 9 defenses | - | - | - | A defensive countermeasure system providing a +9 bonus to TL (Target Lock),... | | Mk 9 defenses | - | 30 | 11 | Mk 9 defensive systems enhance the starship's overall defensive capabilities,... | | Mk 9 duonode | - | - | - | A dual-node computer system providing a +9 bonus to computer-assisted checks.... | | Mk 9 mononode | - | - | - | A single-node computer system providing a +9 bonus to computer-assisted checks.... | | Mobile Suit | - | 10 | - | Base Frame - Tiny
StatValue SizeTiny ManeuverabilityGood (+1 Piloting, turn... | | Modular Service Robots | - | - | - | To help minimize crew cost and space requirements, enterprising starliners have... | | Monolith ramming prow | - | - | - | A capital-class melee weapon. Deals 12d4 damage. Range: none. Special... | | Monolith ramming prow | - | 15 | 1 | A capital weapon (melee). It deals 12d4 damage. Range: none hexes. BP: 15 |... | | Monstrous Humanoid | - | - | - | Base Frame - Huge (Organic) Alien Archive 2 pg. 123
StatValue SizeHuge... | | Monstrous Humanoid (Huge) | - | - | - | A Huge starship base frame with average maneuverability. Base HP: 230 ().... | | Monstrous Humanoid (Large) | - | - | - | A Large starship base frame with average maneuverability. Base HP: 114 (+38 per... | | Monstrous Humanoid (Medium) | - | - | - | A Medium starship base frame with average maneuverability. Base HP: 70 (). AP... | | Multifold G7 Autohauler | - | - | - | A tier 3 small starship with good maneuverability. Stats: HP 40 (increment 8),... | | Multifold Seedship | - | - | - | A tier 11 huge starship with poor maneuverability. Stats: HP 120 (increment... | | Naginata-Class Attack Vessel | - | - | - | A tier 14 gargantuan starship with average maneuverability. Stats: HP 160... | | Nanocarbon plate fortified hull | - | 6 | - | A fortified hull construction that increases the ship's critical threshold by... | | Nanocarbon plate fortified hull | - | - | - | A fortified hull construction that increases the ship's critical threshold by... | | Nav-scram prjector | - | - | - | A light-class ecm weapon. Deals special damage. Range: 5 hexes. Special... | | Nav-scram prjector | - | 10 | 5 | A light weapon (ecm). It deals special damage. Range: short hexes. BP: 10 |... | | Nebulor Outfitters Starhopper | - | - | - | A tier 4 medium starship with good maneuverability. Stats: HP 65 (increment... | | Nebulor Skymedic | - | - | - | A tier 1 tiny starship with perfect maneuverability. Stats: HP 20 (increment... | | Negative-energy cannon | - | 15 | 15 | A heavy weapon (direct). It deals 5d6 damage. Range: medium hexes. BP: 15 |... | | Negative-energy cannon | - | - | - | A heavy-class direct-fire weapon. Deals 5d6 damage. Range: 10 hexes. Special... | | Negative-energy gun | - | 7 | 10 | A light weapon (direct). It deals 2d6 damage. Range: medium hexes. BP: 7 | PCU:... | | Negative-energy gun | - | - | - | A light-class direct-fire weapon. Deals 2d6 damage. Range: 10 hexes. Special... | | New Horizon Borealis | - | - | - | A tier 9 large starship with average maneuverability. Stats: HP 96 (increment... | | Nova Heavy | - | 30 | 300 | This power core generates 300 PCU for shipboard systems. It regenerates 20 PCU... | | Nova Light | - | 16 | 150 | This power core generates 150 PCU for shipboard systems. It regenerates 12 PCU... | | Nova Light | - | - | - | A power core generating 150 PCU for shipboard systems. Compatible with Medium,... | | Nova ram | - | 55 | 75 | A capital weapon (direct). It deals (6d10)*10 damage. Range: long hexes. BP: 55... | | Nova ram | - | - | - | A capital-class direct-fire weapon. Deals (6d10)*10 damage. Range: 20 hexes.... | | Nova Rush | - | - | - | The Nova Rush is a small light freighter built on an Explorer frame, serving as... | | Nova Standard | - | 20 | 200 | This power core generates 200 PCU for shipboard systems. It regenerates 15 PCU... | | Nova Ultra | - | - | - | A power core generating 300 PCU for shipboard systems. Compatible with Medium,... | | Nova Ultra | - | 35 | 300 | This power core generates 350 PCU for shipboard systems. It regenerates 25 PCU... | | Nova Witch | - | - | - | A tier 2 medium starship with good maneuverability. Stats: HP 55 (increment... | | Novaspawn | - | - | - | A tier 8 huge starship with poor maneuverability. Stats: HP 200 (increment 0),... | | Nuclear mega-mines (1) | - | 30 | 15 | A capital weapon (tracking). It deals (4d8)*10 damage. Range: none hexes. BP:... | | Nuclear mega-mines (1) | - | - | - | A capital-class tracking weapon. Deals (4d8)*10 damage. Range: none. Special... | | Nuclear mega-missile launcher | - | - | - | A capital-class tracking weapon. Deals (4d8)*10 damage. Range: 20 hexes.... | | Nuclear mega-missile launcher | - | 60 | 15 | A capital weapon (tracking). It deals (4d8)*10 damage. Range: long hexes. BP:... | | Nuclear Missile Launcher | - | 10 | 10 | Heavy Weapon - Tracking
StatValue TypeTracking ClassHeavy Damage6d8 Range12... | | Null-Space Cargo Hold | - | 8 | - | A null-space cargo hold uses extradimensional technology to dramatically expand... | | Oma | - | - | - | Drift Resistant (Ex) An oma’s body must be specially refitted to accommodate... | | Oma | - | 20 | - | Base Frame - Medium (Organic) Alien Archive 1 pg. 89
StatValue SizeMedium... | | Onos Drive | - | - | - | >Interstellar Travel Discovered through a destructive industrial accident,... | | Ooze | - | - | - | Base Frame - Huge (Organic)
StatValue SizeHuge ManeuverabilityAverage (-2... | | Ooze | - | - | - | A Huge starship base frame with average maneuverability. Base HP: 205 ().... | | Opulos Opulence | - | - | - | A tier 5 small starship with perfect maneuverability. Stats: HP 32 (increment... | | Orbital devastator (18) | - | - | - | A capital-class direct-fire weapon. Deals (8d6)*10 damage. Range: 20 hexes.... | | Orbital devastator (18) | - | 54 | 60 | A capital weapon (direct). It deals (8d6)*10 damage. Range: long hexes. BP: 54... | | Outsider | - | - | - | Base Frame - Huge (Organic)
StatValue SizeHuge ManeuverabilityAverage (-2... | | Outsider (Huge) | - | - | - | A Huge starship base frame with average maneuverability. Base HP: 255 ().... | | Outsider (Medium) | - | - | - | A Medium starship base frame with average maneuverability. Base HP: 70 (+15 per... | | Pale Butcher Scout | - | - | - | A tier 4 medium starship with good maneuverability. Stats: HP 55 (increment... | | Paraforan resonator, Mk 1 | - | - | - | The hardened corpses of paraforans who have perished on the Material Plane can... | | Paraforan resonator, Mk 2 | - | - | - | The hardened corpses of paraforans who have perished on the Material Plane can... | | Paraforan resonator, Mk 3 | - | - | - | The hardened corpses of paraforans who have perished on the Material Plane can... | | Paraforan resonator, Mk 4 | - | - | - | The hardened corpses of paraforans who have perished on the Material Plane can... | | Park | - | 2 | 1 | Parks are common on starships designed to spend years between ports and include... | | Particle acceleration gun | - | 40 | 50 | A capital weapon (direct). It deals (9d4)*10 damage. Range: long hexes. BP: 40... | | Particle acceleration gun | - | - | - | A capital-class direct-fire weapon. Deals (9d4)*10 damage. Range: 20 hexes.... | | Particle beam | - | - | - | A heavy-class direct-fire weapon. Deals 8d6 damage. Range: 20 hexes. Cost: 20... | | Particle Beam | - | 10 | 12 | A Heavy weapon (Direct). It deals 6d6 damage. Range: 16 hexes. BP: 10 | PCU: 12 | | Particle beam cannon | - | 30 | 30 | A capital weapon (direct). It deals (3d4)*10 damage. Range: long hexes. BP: 30... | | Particle beam cannon | - | - | - | A capital-class direct-fire weapon. Deals (3d4)*10 damage. Range: 20 hexes.... | | Passenger Seating | - | - | - | An expansion bay can be converted into rows of seating for passengers at no... | | Pegasus (Tier 10) | - | - | - | A tier 10 medium starship with good maneuverability. Stats: HP 55 (increment... | | Pegasus (Tier 6) | - | - | - | A tier 6 medium starship with good maneuverability. Stats: HP 55 (increment... | | Pegasus (Tier 8) | - | - | - | A tier 8 medium starship with good maneuverability. Stats: HP 55 (increment... | | Persistent particle beam | - | - | - | A heavy-class direct-fire weapon. Deals 10d6 damage. Range: 20 hexes. Cost: 25... | | Persistent particle beam | - | 25 | 40 | A heavy weapon (direct). It deals 10d6 damage. Range: long hexes. BP: 25 | PCU:... | | Persistent particle beam cannon | - | 40 | 50 | A capital weapon (direct). It deals (2d10)*10 damage. Range: long hexes. BP: 40... | | Persistent particle beam cannon | - | - | - | A capital-class direct-fire weapon. Deals (2d10)*10 damage. Range: 20 hexes.... | | Pheromone system | - | - | - | biomechanical starship can release emotion-soothing pheromones to help the crew... | | Photonic Core | - | - | 150 | This power core generates 150 PCU for shipboard systems. BP: 0 | PCU: 150 | | Photonic Core | - | - | - | A power core generating 150 PCU for shipboard systems. | | Pioneer | - | 2 | - | Base Frame - Small Starfinder #42: Whispers of the Eclipse pg. 49
StatValue... | | Planar Aperture Drive | - | - | - | >Interstellar Travel The four-armed Witchwyrds have traveled the stars and... | | Plasma cannon | - | 20 | 30 | A heavy weapon (direct). It deals 5d12 damage. Range: medium hexes. BP: 20 |... | | Plasma cannon | - | - | - | A heavy-class direct-fire weapon. Deals 5d12 damage. Range: 10 hexes. Cost: 20... | | Polycarbon plate fortified hull | - | - | - | A fortified hull construction that increases the ship's critical threshold by... | | Polycarbon plate fortified hull | - | 9 | - | A fortified hull construction that increases the ship's critical threshold by... | | Power Core Housing | - | 10 | - | An expansion bay can be set aside for an additional power core (which must be... | | Powersap | - | - | - | A starship with the powersap system can siphon power from enemy starships it... | | Prismatic beam | - | 55 | 60 | A capital weapon (direct). It deals (2d8)*10 damage. Range: long hexes. BP: 55... | | Prismatic beam | - | - | - | A capital-class direct-fire weapon. Deals (2d8)*10 damage. Range: 20 hexes.... | | Prismatic torrent | - | - | - | A capital-class direct-fire weapon. Deals (5d8)*10 damage. Range: 20 hexes.... | | Prismatic torrent | - | 45 | 60 | A capital weapon (direct). It deals (5d8)*10 damage. Range: long hexes. BP: 45... | | Psiostasis pods (hybrid) | - | - | - | When the anassanois embarked upon their journey from Anassan, they filled... | | Pulse Black | - | - | - | A power core generating 120 PCU for shipboard systems. Compatible with Tiny,... | | Pulse Black | - | 12 | 120 | This power core generates 120 PCU for shipboard systems. BP: 12 | PCU: 120 |... | | Pulse Blue | - | 20 | 200 | This power core generates 200 PCU for shipboard systems. BP: 20 | PCU: 200 |... | | Pulse Blue | - | - | - | A power core generating 200 PCU for shipboard systems. Compatible with Tiny,... | | Pulse Brown | - | - | - | A power core generating 90 PCU for shipboard systems. Compatible with Tiny,... | | Pulse Brown | - | 9 | 90 | This power core generates 90 PCU for shipboard systems. BP: 9 | PCU: 90 | CRB... | | Pulse Gray | - | - | - | A power core generating 100 PCU for shipboard systems. Compatible with Tiny,... | | Pulse Gray | - | 10 | 100 | This power core generates 100 PCU for shipboard systems. BP: 10 | PCU: 100 |... | | Pulse Green | - | - | - | A power core generating 150 PCU for shipboard systems. Compatible with Tiny,... | | Pulse Green | - | 15 | 150 | This power core generates 150 PCU for shipboard systems. BP: 15 | PCU: 150 |... | | Pulse Heavy | - | 10 | 75 | This power core generates 75 PCU for shipboard systems. It regenerates 8 PCU... | | Pulse Orange | - | - | - | A power core generating 250 PCU for shipboard systems. Compatible with Small,... | | Pulse Orange | - | 25 | 250 | This power core generates 250 PCU for shipboard systems. BP: 25 | PCU: 250 |... | | Pulse Prismatic | - | - | - | A power core generating 300 PCU for shipboard systems. Compatible with Small,... | | Pulse Prismatic | - | 30 | 300 | This power core generates 300 PCU for shipboard systems. BP: 30 | PCU: 300 |... | | Pulse Red | - | 17 | 175 | This power core generates 175 PCU for shipboard systems. BP: 17 | PCU: 175 |... | | Pulse Red | - | - | - | A power core generating 175 PCU for shipboard systems. Compatible with Medium,... | | Pulse Standard | - | 7 | 50 | This power core generates 50 PCU for shipboard systems. It regenerates 5 PCU... | | Pulse White | - | - | - | A power core generating 140 PCU for shipboard systems. Compatible with Tiny,... | | Pulse White | - | 14 | 140 | This power core generates 140 PCU for shipboard systems. BP: 14 | PCU: 140 |... | | Pulsed gyrolaser | - | 20 | 25 | A heavy weapon (direct). It deals 3d8 damage. Range: short hexes. BP: 20 | PCU:... | | Pulsed gyrolaser | - | - | - | A heavy-class direct-fire weapon. Deals 3d8 damage. Range: 5 hexes. Special... | | Pure adamantine fortified hull | - | 12 | - | A fortified hull construction that increases the ship's critical threshold by... | | Pure adamantine fortified hull | - | - | - | A fortified hull construction that increases the ship's critical threshold by... | | Pyre Spike Station | - | - | - | A tier 18 colossal starship with poor maneuverability. Stats: HP 120 (increment... | | Quantum Defender | - | 4 | 20 | A quantum defender enables a starship to enter an unpredictable quantum state... | | Quantum mines (5) | - | 40 | 25 | A capital weapon (tracking). It deals (2d8)*10 damage. Range: none hexes. BP:... | | Quantum mines (5) | - | - | - | A capital-class tracking weapon. Deals (2d8)*10 damage. Range: none. Special... | | Quantum missile launcher | - | - | - | A capital-class tracking weapon. Deals (2d8)*10 damage. Range: 20 hexes.... | | Quantum missile launcher | - | 35 | 15 | A capital weapon (tracking). It deals (2d8)*10 damage. Range: long hexes. BP:... | | Quantum missile pod | - | 35 | - | A capital weapon (tracking). It deals (2d8)*10 damage. Range: long hexes. BP:... | | Quantum missile pod | - | - | - | A capital-class tracking weapon. Deals (2d8)*10 damage. Range: 20 hexes.... | | Racer | - | 4 | - | Base Frame - Tiny
StatValue SizeTiny ManeuverabilityPerfect (+3 Piloting,... | | Radiant cannon | - | 22 | 35 | A heavy weapon (direct). It deals 7d6 damage. Range: medium hexes. BP: 22 |... | | Radiant cannon | - | - | - | A heavy-class direct-fire weapon. Deals 7d6 damage. Range: 10 hexes. Special... | | Rail ballista (3d8) | - | 22 | 35 | A heavy weapon (direct). It deals 6d8 damage. Range: medium hexes. BP: 22 |... | | Rail ballista (3d8) | - | - | - | A heavy-class direct-fire weapon. Deals 6d8 damage. Range: 10 hexes. Special... | | Rail launcher (1d8) | - | 10 | 15 | A light weapon (direct). It deals 2d8 damage. Range: short hexes. BP: 10 | PCU:... | | Rail launcher (1d8) | - | - | - | A light-class direct-fire weapon. Deals 2d8 damage. Range: 5 hexes. Special... | | Railgun | - | - | - | A heavy-class direct-fire weapon. Deals 8d4 damage. Range: 20 hexes. Cost: 15... | | Railgun | - | 15 | 20 | A heavy weapon (direct). It deals 8d4 damage. Range: long hexes. BP: 15 | PCU:... | | Reconfiguration System | - | - | - | Reptoids pioneered this hybrid technology and keep it secret, despite the... | | Recreation Suite | - | 2 | - | A recreation suite gives the crew and passengers a dedicated place to relax,... | | Recreation Suite (Gym) | - | 1 | - | A recreation suite includes entertainments that help the crew or passengers... | | Recreation Suite (HAC) | - | 1 | 3 | A recreation suite includes entertainments that help the crew or passengers... | | Recreation Suite (Trivid Den) | - | 1 | 1 | A recreation suite includes entertainments that help the crew or passengers... | | Recycling System | - | 1 | 2 | A recycling system enables a Supercolossal starship to be nearly... | | Redshift Pleasure Sail | - | - | - | A tier 3 medium starship with good maneuverability. Stats: HP 55 (increment... | | Reptoid Nest Platform | - | - | - | A tier 7 large starship with average maneuverability. Stats: HP 112 (increment... | | Repulsor | - | 25 | 45 | A capital weapon (direct). It deals special damage. Range: short hexes. BP: 25... | | Repulsor | - | - | - | A capital-class direct-fire weapon. Deals special damage. Range: 5 hexes.... | | Ringworks Sentinel | - | - | - | A tier 5 medium starship with good maneuverability. Stats: HP 52 (increment... | | Ringworks Specter | - | - | - | A tier 16 gargantuan starship with average maneuverability. Stats: HP 88... | | Ringworks Wanderer | - | - | - | A tier 0.25 small starship with perfect maneuverability. Stats: HP 35... | | Robotic appendage | - | - | - | Although most starships have one or more small manipulators for performing... | | Root System | - | - | - | A biomechanical starship must usually be in proximity to a star to use its... | | Root System (SOM) | - | - | - | A root system can be installed only in a biomechanical starship (Pact Worlds... | | Roselight Oracle | - | - | - | A tier 7 large starship with good maneuverability. Stats: HP 112 (increment... | | Rust Bug | - | - | - | A tier 2 medium starship with average maneuverability. Stats: HP 70 (increment... | | S10 thrusters | - | 8 | 50 | Small-class thrusters providing a speed of 10 hexes per round. Higher speed... | | S10 thrusters | - | - | - | Small-class thruster system providing a speed of 10 hexes per round. Piloting... | | S12 thrusters | - | - | - | Small-class thruster system providing a speed of 12 hexes per round. Piloting... | | S12 thrusters | - | 10 | 60 | Small-class thrusters providing a speed of 12 hexes per round. Higher speed... | | S4 Thrusters | - | 4 | - | Small-class thrusters providing a speed of 4 hexes per round. Higher speed... | | S6 thrusters | - | - | - | Small-class thruster system providing a speed of 6 hexes per round. Piloting... | | S6 Thrusters | - | 5 | - | Small-class thrusters providing a speed of 6 hexes per round. Higher speed... | | S8 thrusters | - | 6 | 40 | Small-class thrusters providing a speed of 8 hexes per round. Higher speed... | | S8 thrusters | - | - | - | Small-class thruster system providing a speed of 8 hexes per round. Piloting... | | Sagolath | - | - | - | A tier 7 medium starship with good maneuverability. Stats: HP 175 (increment... | | Sample Acquisition Bay | - | 10 | 7 | This bay is equipped with a hybrid tractor beam that quickly pulls a target... | | Sanjaval Palanquin | - | - | - | A tier 5 large starship with average maneuverability. Stats: HP 123 (increment... | | Sanjaval Vagabond | - | - | - | A tier 3 medium starship with good maneuverability. Stats: HP 55 (increment... | | SC Farseer | - | - | - | A tier 3 medium starship with good maneuverability. Stats: HP 55 (increment... | | Sc2 Thrusters | - | 25 | - | Supercolossal-class thrusters providing a speed of 2 hexes per round. Higher... | | Sc4 thrusters | - | 35 | 300 | Supercolossal-class thrusters providing a speed of 4 hexes per round. Higher... | | Sc4 thrusters | - | - | - | SuperColossal-class thruster system providing a speed of 4 hexes per round.... | | Sc6 thrusters | - | - | - | SuperColossal-class thruster system providing a speed of 6 hexes per round.... | | Sc6 thrusters | - | 45 | 400 | Supercolossal-class thrusters providing a speed of 6 hexes per round. Higher... | | Sc8 thrusters | - | - | - | SuperColossal-class thruster system providing a speed of 8 hexes per round.... | | Sc8 thrusters | - | 60 | 500 | Supercolossal-class thrusters providing a speed of 8 hexes per round. Higher... | | Science Lab | - | 4 | - | A science lab contains scientific apparatuses and laboratory equipment for... | | Scrambler (+5) | - | 12 | 15 | A light weapon (direct). It deals 2d8 damage. Range: short hexes. BP: 12 | PCU:... | | Scrambler (+5) | - | - | - | A light-class direct-fire weapon. Deals 2d8 damage. Range: 5 hexes. Special... | | SDF D-127 Defensive Carrier | - | - | - | A tier 7 large starship with average maneuverability. Stats: HP 112 (increment... | | SDF Rampart | - | - | - | A tier 9 large starship with average maneuverability. Stats: HP 114 (increment... | | Sealed Environment Chamber | - | 1 | 2 | Occasionally, a starship will need to host an alien or other creature whose... | | Self-destruct system | - | - | - | Used most often as a last resort, a self-destruct system completely destroys... | | Sensor Array | - | 6 | - | A sensor array devotes an expansion bay to extra receivers, analysis stations,... | | Serrated Mandibles (1 Hex) | - | - | - | A light-class melee weapon. Deals 4d6 damage. Range: 5 hexes. | | Serrated Mandibles (1 Hex) | - | - | - | A light weapon (melee). It deals 4d6 damage. Range: short hexes. BP: 0 | PCU: 0 | | Shadow beam projector | - | - | - | A heavy-class direct-fire weapon. Deals 4d10 damage. Range: 10 hexes. Special... | | Shadow beam projector | - | 30 | 40 | A heavy weapon (direct). It deals 4d10 damage. Range: medium hexes. BP: 30 |... | | Shadow bolt array | - | - | - | A capital-class direct-fire weapon. Deals (1d10)*10 damage. Range: 10 hexes.... | | Shadow bolt array | - | 25 | 45 | A capital weapon (direct). It deals (1d10)*10 damage. Range: medium hexes. BP:... | | Shadow bolt projector | - | 7 | 15 | A light weapon (direct). It deals 1d10 damage. Range: medium hexes. BP: 7 |... | | Shadow bolt projector | - | - | - | A light-class direct-fire weapon. Deals 1d10 damage. Range: 10 hexes. Special... | | Shadow Engine | - | - | - | >Interstellar Travel The Shadow Plane is a warped reflection of the Material... | | Shuttle | - | 6 | - | Base Frame - Small
StatValue SizeSmall ManeuverabilityGood (+2 Piloting, turn... | | Shuttle Bay | - | 8 | - | A shuttle bay provides storage and docking support for a small auxiliary craft.... | | Signal Basic | - | - | - | An interstellar drive system that enables travel through the Drift, allowing... | | Signal Booster | - | - | - | An interstellar drive system that enables travel through the Drift, allowing... | | Signal Major | - | - | - | An interstellar drive system that enables travel through the Drift, allowing... | | Signal Superior | - | - | - | An interstellar drive system that enables travel through the Drift, allowing... | | Signal Ultra | - | - | - | An interstellar drive system that enables travel through the Drift, allowing... | | Sivv Defense Drone | - | - | - | A tier 11 medium starship with average maneuverability. Stats: HP 210... | | Sky Crane | - | 5 | 10 | A sky crane uses massive parachutes and thrusters to transport terrestrial... | | Skyward Glory | - | - | - | A tier 10 huge starship with average maneuverability. Stats: HP 138 (increment... | | Slow burn heavy missile launcher (4d8) | - | - | - | A heavy-class tracking weapon. Deals 8d8 damage. Range: 20 hexes. Tracking... | | Slow burn heavy missile launcher (4d8) | - | 10 | 15 | A heavy weapon (tracking). It deals 8d8 damage. Range: long hexes. BP: 10 |... | | Slow burn missile launcher (2d6) | - | 4 | 10 | A light weapon (tracking). It deals 4d6 damage. Range: long hexes. BP: 4 | PCU:... | | Slow burn missile launcher (2d6) | - | - | - | A light-class tracking weapon. Deals 4d6 damage. Range: 20 hexes. Tracking... | | Smuggler Compartment | - | 2 | 4 | Smuggler compartments are cargo holds hidden behind false bulkheads and are... | | Smuggler Compartment, Basic | - | 3 | - | A hidden cargo compartment with 5 tons capacity, concealed behind false... | | Smuggler Compartment, Elite | - | 15 | - | A hidden cargo compartment with 15 tons capacity, concealed behind false... | | Smuggler Compartment, Improved | - | 6 | - | A hidden cargo compartment with 10 tons capacity, concealed behind false... | | Smuggler Compartment, Superior | - | 10 | - | A hidden cargo compartment with 10 tons capacity, concealed behind false... | | Smuggler's Hold | - | 3 | - | A smuggler's hold is a hidden cargo space shielded behind false bulkheads and... | | Solar shield channel (hybrid) | - | - | - | A bleeding-edge hybrid system, a solar shield channel augments starship shields... | | Solar torpedo launcher | - | - | - | A capital-class tracking weapon. Deals (2d6)*10 damage. Range: 20 hexes.... | | Solar torpedo launcher | - | 25 | 10 | A capital weapon (tracking). It deals (2d6)*10 damage. Range: long hexes. BP:... | | Song Cannon | - | 9 | 10 | Type: direct Class: light Damage: 1d12 Range: medium PCU: 10 BP: 9 Grown from... | | Song Cannon | - | - | - | Grown from magical trees shaped by song, Uzodian starships often include unique... | | Sovereign Harrier | - | - | - | A tier 1 tiny starship with good maneuverability. Stats: HP 35 (increment 7),... | | Sovereign Sumpter | - | - | - | A tier 9 large starship with average maneuverability. Stats: HP 96 (increment... | | Sovereign Vindicator | - | - | - | A tier 18 colossal starship with clumsy maneuverability. Stats: HP 120... | | Space station framework | - | - | - | Designed more for long-term habitation than for active exploration, space... | | Spines Mk 1 | - | 1 | - | Voraija-Inspired Systems Voraijas’ natural weapons have long inspired starship... | | Spines Mk 1 | - | - | - | Voraija-Inspired Systems Voraijas’ natural weapons have long inspired starship... | | Spines Mk 2 | - | 3 | - | Voraija-Inspired Systems Voraijas’ natural weapons have long inspired starship... | | Spines Mk 2 | - | - | - | Voraija-Inspired Systems Voraijas’ natural weapons have long inspired starship... | | Spines Mk 3 | - | 5 | - | Voraija-Inspired Systems Voraijas’ natural weapons have long inspired starship... | | Spines Mk 3 | - | - | - | Voraija-Inspired Systems Voraijas’ natural weapons have long inspired starship... | | Spines Mk 4 | - | 8 | - | Voraija-Inspired Systems Voraijas’ natural weapons have long inspired starship... | | Spines Mk 4 | - | - | - | Voraija-Inspired Systems Voraijas’ natural weapons have long inspired starship... | | Spines Mk 5 | - | - | - | Voraija-Inspired Systems Voraijas’ natural weapons have long inspired starship... | | Spines Mk 5 | - | 12 | - | Voraija-Inspired Systems Voraijas’ natural weapons have long inspired starship... | | Split Blade | - | - | - | The Split Blade is a stripped-down interceptor piloted by the infamous pirate... | | Star-Nambulance Void-Eater | - | - | - | A tier 13 medium starship with average maneuverability. Stats: HP 52 (increment... | | Starhive Drone MK III | - | - | - | A tier 1 small starship with good maneuverability. Stats: HP 40 (increment 8),... | | Starspear rail launcher (1d8 x 10) | - | 35 | 50 | A capital weapon (direct). It deals (2d8)*10 damage. Range: medium hexes. BP:... | | Starspear rail launcher (1d8 x 10) | - | - | - | A capital-class direct-fire weapon. Deals (2d8)*10 damage. Range: 10 hexes.... | | Stasis beam | - | 30 | 30 | A heavy weapon (direct). It deals special damage. Range: medium hexes. BP: 30 |... | | Stasis beam | - | - | - | A heavy-class direct-fire weapon. Deals special damage. Range: 10 hexes.... | | Statikete | - | - | - | EMP Dispersal (Ex) When a starship built with a statikete frame is hit with an... | | Statikete | - | 5 | - | Base Frame - Tiny (Organic) AP #19 pg. 57
StatValue SizeTiny... | | Steel composite fortified hull | - | - | - | A fortified hull construction that increases the ship's critical threshold by... | | Steel composite fortified hull | - | 2 | - | A fortified hull construction that increases the ship's critical threshold by... | | Stellar Protozoa | - | - | - | A tier 7 huge starship with poor maneuverability. Stats: HP 180 (increment 0),... | | Steward Banshee FA Frigate | - | - | - | A tier 5 medium starship with good maneuverability. Stats: HP 52 (increment... | | Summon planetoid module (+15) | - | - | - | A capital-class direct-fire weapon. Deals (4d6)*10 damage. Range: 10 hexes.... | | Summon planetoid module (+15) | - | 40 | 20 | A capital weapon (direct). It deals (4d6)*10 damage. Range: medium hexes. BP:... | | Sunrise Maiden | - | - | - | A tier 3 medium starship with good maneuverability. Stats: HP 55 (increment... | | Super buster cannon | - | - | - | A capital-class direct-fire weapon. Deals (3d8)*10 damage. Range: 10 hexes.... | | Super buster cannon | - | 35 | 35 | A capital weapon (direct). It deals (3d8)*10 damage. Range: medium hexes. BP:... | | Super EMP cannon | - | 18 | 45 | A capital weapon (direct). It deals special damage. Range: long hexes. BP: 18 |... | | Super EMP cannon | - | - | - | A capital-class direct-fire weapon. Deals special damage. Range: 20 hexes.... | | Super explosion injector | - | - | - | A capital-class melee weapon. Deals (3d10)*10 damage. Range: none. Special... | | Super explosion injector | - | 50 | 30 | A capital weapon (melee). It deals (3d10)*10 damage. Range: none hexes. BP: 50... | | Super hacksaw arm | - | 25 | 40 | A capital weapon (melee). It deals (4d6)*10 damage. Range: none hexes. BP: 25 |... | | Super hacksaw arm | - | - | - | A capital-class melee weapon. Deals (4d6)*10 damage. Range: none. Special... | | Super nav-scram projector | - | 25 | 20 | A capital weapon (ecm). It deals special damage. Range: medium hexes. BP: 25 |... | | Super nav-scram projector | - | - | - | A capital-class ecm weapon. Deals special damage. Range: 10 hexes. Special... | | Super negative-energy cannon | - | - | - | A capital-class direct-fire weapon. Deals (2d10)*10 damage. Range: 20 hexes.... | | Super negative-energy cannon | - | 60 | 40 | A capital weapon (direct). It deals (2d10)*10 damage. Range: long hexes. BP: 60... | | Super nuclear silo (14) | - | 40 | 15 | A capital weapon (tracking). It deals (3d8)*10 damage. Range: long hexes. BP:... | | Super nuclear silo (14) | - | - | - | A capital-class tracking weapon. Deals (3d8)*10 damage. Range: 20 hexes.... | | Super orbital death knell (10) | - | 57 | 50 | A capital weapon (direct). It deals (3d6)*10 damage. Range: medium hexes. BP:... | | Super orbital death knell (10) | - | - | - | A capital-class direct-fire weapon. Deals (3d6)*10 damage. Range: 10 hexes.... | | Super orbital particle cannon (10) | - | - | - | A capital-class direct-fire weapon. Deals (2d6)*10 damage. Range: 20 hexes.... | | Super orbital particle cannon (10) | - | 60 | 50 | A capital weapon (direct). It deals (2d6)*10 damage. Range: long hexes. BP: 60... | | Super plasma cannon | - | - | - | A capital-class direct-fire weapon. Deals (3d6)*10 damage. Range: 10 hexes.... | | Super Plasma Cannon | - | 22 | 25 | A Capital weapon (Direct). It deals 8d8 damage. Range: 12 hexes. BP: 22 | PCU:... | | Super radiant cannon | - | 45 | 40 | A capital weapon (direct). It deals (2d6)*10 damage. Range: long hexes. BP: 45... | | Super radiant cannon | - | - | - | A capital-class direct-fire weapon. Deals (2d6)*10 damage. Range: 20 hexes.... | | Super ship tether | - | 18 | 15 | A capital weapon (melee). It deals 10d8 damage. Range: none hexes. BP: 18 |... | | Super ship tether | - | - | - | A capital-class melee weapon. Deals 10d8 damage. Range: none. Special... | | Super stasis beam | - | - | - | A capital-class direct-fire weapon. Deals special damage. Range: 20 hexes.... | | Super stasis beam | - | 50 | 50 | A capital weapon (direct). It deals special damage. Range: long hexes. BP: 50 |... | | Super static projector | - | 50 | 50 | A capital weapon (direct). It deals (1d4)*10 damage. Range: long hexes. BP: 50... | | Super static projector | - | - | - | A capital-class direct-fire weapon. Deals (1d4)*10 damage. Range: 20 hexes.... | | Super X-laser cannon | - | - | - | A capital-class direct-fire weapon. Deals (3d4)*10 damage. Range: 20 hexes.... | | Super X-laser cannon | - | 45 | 50 | A capital weapon (direct). It deals (3d4)*10 damage. Range: long hexes. BP: 45... | | Super-blade hull | - | - | - | A capital-class melee weapon. Deals (3d8)*10 damage. Range: none. Cost: 40 BP |... | | Super-blade hull | - | 40 | 30 | A capital weapon (melee). It deals (3d8)*10 damage. Range: none hexes. BP: 40 |... | | Supergraser | - | - | - | A capital-class direct-fire weapon. Deals (2d8)*10 damage. Range: 10 hexes.... | | Supergraser | - | 35 | 50 | A capital weapon (direct). It deals (2d8)*10 damage. Range: medium hexes. BP:... | | Superior ablative armor (460) | - | 38 | - | Ablative armor provides 460 temporary hull points that absorb damage before the... | | Superior ablative armor (460) | - | - | - | Ablative armor providing 460 temporary hull points that absorb damage before... | | Superior ablative armor (520) | - | - | - | Ablative armor providing 520 temporary hull points that absorb damage before... | | Superior ablative armor (520) | - | 45 | - | Ablative armor provides 520 temporary hull points that absorb damage before the... | | Superior deflector shield 18 | - | 45 | 100 | This shield system provides 450 Shield Points with a regeneration rate of 9 SP... | | Superior deflector shield 18 | - | - | - | A deflector shield system with a defense value of 18. Provides +3 to AC.... | | Superior deflector shield 20 | - | 50 | 120 | This shield system provides 500 Shield Points with a regeneration rate of 10 SP... | | Superior deflector shield 20 | - | - | - | A deflector shield system with a defense value of 20. Provides +3 to AC.... | | Superior Sensors | - | 6 | - | A starship sensor array with a range of 5 hexes. Provides a +2 item bonus to... | | Superior Shields 300 | - | 40 | 65 | This shield system provides 300 Shield Points with a regeneration rate of 10 SP... | | Superior Shields 400 | - | 55 | 85 | This shield system provides 400 Shield Points with a regeneration rate of 12 SP... | | Superior Shields 540 | - | 70 | 130 | This shield system provides 540 Shield Points with a regeneration rate of 18 SP... | | Superior Shields 540 | - | - | - | A shield generator providing 540 Shield Points with a regeneration rate of 64... | | Superior Shields 600 | - | - | - | A shield generator providing 600 Shield Points with a regeneration rate of 64... | | Superior Shields 600 | - | 80 | 160 | This shield system provides 600 Shield Points with a regeneration rate of 20 SP... | | Superlaser | - | - | - | A capital-class direct-fire weapon. Deals (2d4)*10 damage. Range: 20 hexes.... | | Superlaser | - | 20 | 20 | A capital weapon (direct). It deals (2d4)*10 damage. Range: long hexes. BP: 20... | | Supermaser | - | - | - | A capital-class direct-fire weapon. Deals (2d8)*10 damage. Range: 20 hexes.... | | Supermaser | - | 35 | 40 | A capital weapon (direct). It deals (2d8)*10 damage. Range: long hexes. BP: 35... | | Superscrambler (+10) | - | 28 | 30 | A heavy weapon (direct). It deals 4d8 damage. Range: medium hexes. BP: 28 |... | | Superscrambler (+10) | - | - | - | A heavy-class direct-fire weapon. Deals 4d8 damage. Range: 10 hexes. Special... | | Supertanker | - | 100 | - | Base Frame - Gargantuan Drift Crisis pg. 103
StatValue SizeGargantuan... | | Surveying Sensors | - | 3 | 3 | This room of specialized analytical equipment and sensory technology augments a... | | Suskillon Whip | - | - | - | A tier 5 medium starship with good maneuverability. Stats: HP 52 (increment... | | Swarm Dreadlancer | - | - | - | A tier 11 huge starship with average maneuverability. Stats: HP 230 (increment... | | Swarm Gnawbore | - | - | - | A tier 8 large starship with average maneuverability. Stats: HP 114 (increment... | | Swarming Telelith | - | - | - | A tier 2 small starship with perfect maneuverability. Stats: HP 35 (increment... | | Synthesis Bay | - | 1 | 2 | AA synthesis bay contains all the space and tools required to craft Drugs,... | | T10 thrusters | - | - | - | Tiny-class thruster system providing a speed of 10 hexes per round. Piloting... | | T10 thrusters | - | 6 | 30 | Tiny-class thrusters providing a speed of 10 hexes per round. Higher speed... | | T12 thrusters | - | 8 | 35 | Tiny-class thrusters providing a speed of 12 hexes per round. Higher speed... | | T12 thrusters | - | - | - | Tiny-class thruster system providing a speed of 12 hexes per round. Piloting... | | T14 thrusters | - | - | - | Tiny-class thruster system providing a speed of 14 hexes per round. Piloting... | | T14 thrusters | - | 10 | 40 | Tiny-class thrusters providing a speed of 14 hexes per round. Higher speed... | | T4 Thrusters | - | 3 | - | Tiny-class thrusters providing a speed of 4 hexes per round. Higher speed... | | T6 thrusters | - | - | - | Tiny-class thruster system providing a speed of 6 hexes per round. Piloting... | | T6 Thrusters | - | 4 | - | Tiny-class thrusters providing a speed of 6 hexes per round. Higher speed... | | T8 thrusters | - | - | - | Tiny-class thruster system providing a speed of 8 hexes per round. Piloting... | | T8 Thrusters | - | 5 | - | Tiny-class thrusters providing a speed of 8 hexes per round. Higher speed... | | Tactical nuclear missile launcher | - | 18 | 10 | A light weapon (tracking). It deals 5d8 damage. Range: long hexes. BP: 18 |... | | Tactical nuclear missile launcher | - | - | - | A light-class tracking weapon. Deals 5d8 damage. Range: 20 hexes. Tracking... | | Tactical Sensor Tank | - | 1 | 2 | Note: The following Expansion Bay is compatible only with a Supercolossal ship.... | | Tanker | - | 20 | - | Base Frame - Large Drift Crisis pg. 103
StatValue SizeLarge... | | Tech Workshop | - | 3 | - | A tech workshop contains all the tools and space necessary to craft... | | Telelith Matrix (Hybrid) | - | 8 | 10 | A telelith matrix contains bizarre fibers that flex when they build up enough... | | Teleportation Interstellar Drive | - | - | - | >Interstellar Travel Mystical scholars, driven by distrust in Drift travel... | | Temple | - | 1 | - | A temple is a space dedicated to worship and meditation. Most temples are... | | Temporal ripper | - | - | - | A temporal ripper is a complex technological device the size of a common... | | Terminator Slingshot | - | - | - | A tier 7 large starship with average maneuverability. Stats: HP 112 (increment... | | Terminator Star Drake | - | - | - | A tier 0.25 tiny starship with perfect maneuverability. Stats: HP 20 (increment... | | Thaumtech Cairncarver | - | - | - | A tier 2 small starship with good maneuverability. Stats: HP 40 (increment 8),... | | Thrusters Primer | - | 1 | 5 | By dedicating additional space to the thrusters and related systems, a starship... | | Titan bolter (2d8 x 10) | - | 50 | 50 | A capital weapon (direct). It deals (6d8)*10 damage. Range: medium hexes. BP:... | | Titan bolter (2d8 x 10) | - | - | - | A capital-class direct-fire weapon. Deals (6d8)*10 damage. Range: 10 hexes.... | | Titan Heavy | - | 100 | 1200 | This power core generates 1200 PCU for shipboard systems. It regenerates 60 PCU... | | Titan Light | - | 55 | 700 | This power core generates 600 PCU for shipboard systems. It regenerates 35 PCU... | | Titan Light | - | - | - | A power core generating 700 PCU for shipboard systems. Compatible with... | | Titan Standard | - | 70 | 800 | This power core generates 800 PCU for shipboard systems. It regenerates 40 PCU... | | Titan Ultra | - | - | - | A power core generating 1200 PCU for shipboard systems. Compatible with... | | Titan Ultra | - | 85 | 1200 | This power core generates 1000 PCU for shipboard systems. It regenerates 50 PCU... | | Torpedo blocker | - | - | - | A heavy-class direct-fire weapon. Deals 3d10 damage. Range: 5 hexes. Special... | | Torpedo blocker | - | 26 | 30 | A heavy weapon (direct). It deals 3d10 damage. Range: short hexes. BP: 26 |... | | Tracer | - | - | - | A light-class direct-fire weapon. Deals None damage. Range: 5 hexes. Special... | | Tracer | - | 8 | 5 | A light direct weapon that marks a target for follow-up fire instead of dealing... | | Training interface module | - | - | - | A training interface module (or TIM) is an advanced computer combat simulator... | | Transport | - | 15 | - | Base Frame - Medium
StatValue SizeMedium ManeuverabilityAverage (+0 Piloting,... | | Tug | - | - | - | Busy ports, mining facilities, and even wranglers of starship-scale creatures... | | Tug | - | 10 | - | Base Frame - Small Ports of Call pg. 31
StatValue SizeSmall... | | Twin laser | - | 18 | 15 | A heavy weapon (direct). It deals 5d8 damage. Range: long hexes. BP: 18 | PCU:... | | Twin laser | - | - | - | A heavy-class direct-fire weapon. Deals 5d8 damage. Range: 20 hexes. Cost: 18... | | UC Arkship | - | - | - | A tier 10 large starship with average maneuverability. Stats: HP 114 (increment... | | UC Bloom | - | - | - | A tier 6 small starship with good maneuverability. Stats: HP 40 (increment 10),... | | UC Gleaner | - | - | - | A tier 4 small starship with good maneuverability. Stats: HP 40 (increment 10),... | | UC Librama | - | - | - | A tier 5 small starship with perfect maneuverability. Stats: HP 32 (increment... | | UC Pod | - | - | - | A tier 0.5 tiny starship with perfect maneuverability. Stats: HP 30 (increment... | | UIE Petaltail | - | - | - | A tier 0.3333333333333333 tiny starship with perfect maneuverability. Stats: HP... | | Ultra Long-Range Sensors | - | 12 | - | Ultra quality sensors optimized for Long-range detection. These sensors... | | Ultra Long-Range Sensors | - | - | - | Long-range sensor array providing a +6 bonus to sensor checks. Sensors... | | Ultra plasma cannon | - | 45 | 80 | A capital weapon (direct). It deals (9d6)*10 damage. Range: medium hexes. BP:... | | Ultra plasma cannon | - | - | - | A capital-class direct-fire weapon. Deals (9d6)*10 damage. Range: 10 hexes.... | | Ultra x-laser cannon | - | 45 | 90 | A capital weapon (direct). It deals (6d8)*10 damage. Range: long hexes. BP: 45... | | Ultra x-laser cannon | - | - | - | A capital-class direct-fire weapon. Deals (6d8)*10 damage. Range: 20 hexes.... | | Ultragraser | - | 55 | 75 | A capital weapon (direct). It deals (6d8)*10 damage. Range: medium hexes. BP:... | | Ultragraser | - | - | - | A capital-class direct-fire weapon. Deals (6d8)*10 damage. Range: 10 hexes.... | | Ultralaser | - | - | - | A capital-class direct-fire weapon. Deals (6d4)*10 damage. Range: 20 hexes.... | | Ultralaser | - | 25 | 30 | A capital weapon (direct). It deals (6d4)*10 damage. Range: long hexes. BP: 25... | | Ultramaser | - | 45 | 60 | A capital weapon (direct). It deals (6d8)*10 damage. Range: long hexes. BP: 45... | | Ultramaser | - | - | - | A capital-class direct-fire weapon. Deals (6d8)*10 damage. Range: 20 hexes.... | | Ultranought | - | 200 | - | Base Frame - Supercolossal
StatValue SizeSupercolossal Maneuverabilityclumsy... | | Ultranought | - | - | - | Expansion Bays , (unlimited; an ultranought with increased width or length can... | | Vandal rocket launcher (1d4) | - | - | - | Jinsul assault ships are often outfitted with vandal rocket launchers. A vandal... | | Vandal rocket launcher (1d4) | - | 5 | 12 | Jinsul assault ships are often outfitted with vandal rocket launchers. A vandal... | | Vanguard Parapet | - | - | - | A tier 3 medium starship with average maneuverability. Stats: HP 70 (increment... | | Vanguard Regnant | - | - | - | A tier 5 small starship with good maneuverability. Stats: HP 40 (increment 10),... | | Vanguard Voidsweeper | - | - | - | A tier 2 medium starship with good maneuverability. Stats: HP 55 (increment... | | Vault | - | 2 | 3 | Some crews need a secure vault to store valuables. Breaking into a vault... | | Velstrac Corvette | - | - | - | A tier 5 medium starship with average maneuverability. Stats: HP 68 (increment... | | Vermelith | - | 45 | - | Base Frame - Large (Organic) Alien Archive 2 pg. 131
StatValue SizeLarge... | | Vermelith | - | - | - | Extreme Resistance (Ex) An EMP weapon has half its normal duration against a... | | Vindicas Punisher | - | - | - | A tier 7 large starship with average maneuverability. Stats: HP 136 (increment... | | Virtual Intelligence | - | - | - | A virtual intelligence (or VI) is an extraordinarily sophisticated programmed... | | Void Devil (Volocoth) | - | - | - | A tier 6 medium starship with average maneuverability. Stats: HP 70 (increment... | | Vortex cannon | - | - | - | A capital-class direct-fire weapon. Deals (2d12)*10 damage. Range: 10 hexes.... | | Vortex cannon | - | 75 | 55 | A capital weapon (direct). It deals (2d12)*10 damage. Range: medium hexes. BP:... | | Vortex devourer | - | 65 | 80 | A capital weapon (direct). It deals (6d12)*10 damage. Range: medium hexes. BP:... | | Vortex devourer | - | - | - | A capital-class direct-fire weapon. Deals (6d12)*10 damage. Range: 10 hexes.... | | Vortex maw mines (3) | - | 60 | 35 | A capital weapon (tracking). It deals (3d12)*10 damage. Range: none hexes. BP:... | | Vortex maw mines (3) | - | - | - | A capital-class tracking weapon. Deals (3d12)*10 damage. Range: none. Special... | | Vortex mouth mines (3) | - | 30 | 20 | A heavy weapon (tracking). It deals 7d12 damage. Range: none hexes. BP: 30 |... | | Vortex mouth mines (3) | - | - | - | A heavy-class tracking weapon. Deals 7d12 damage. Range: none. Special... | | Warp puck bank (2) (2) | - | - | - | A heavy-class ecm weapon. Deals special damage. Range: none. Special... | | Warp puck bank (2) (2) | - | 20 | 5 | A heavy weapon (ecm). It deals special damage. Range: none hexes. BP: 20 | PCU:... | | Warp puck battery (2) (3) | - | - | - | A capital-class ecm weapon. Deals special damage. Range: none. Special... | | Warp puck battery (2) (3) | - | 30 | 5 | A capital weapon (ecm). It deals special damage. Range: none hexes. BP: 30 |... | | Warp puck launcher (1) (1) | - | 10 | 5 | A light weapon (ecm). It deals special damage. Range: none hexes. BP: 10 | PCU:... | | Warp puck launcher (1) (1) | - | - | - | A light-class ecm weapon. Deals special damage. Range: none. Special... | | Weapon Hatch | - | - | - | A weapon hatch conceals a single weapon mounted on the ship (until it’s fired).... | | X-laser cannon | - | - | - | A heavy-class direct-fire weapon. Deals 8d6 damage. Range: 20 hexes. Special... | | X-laser cannon | - | 35 | 40 | A heavy weapon (direct). It deals 8d6 damage. Range: long hexes. BP: 35 | PCU:... | | Zero-G Hold | - | 1 | - | This cargo hold uses graviton dampers and opposing gravity generators to... |
Starship Actions (64)
Align
Actions: action | Traits: move
Role: Pilot Skill: Piloting (Flight check) DC: Trained DC 15 (may vary based on target)
You line up your starship to allow crew to interact with a stationary target within 1 space. Degrees of SuccessCritical Success Move into target's space without provoking; crew may interact with target.Success Move into target's space without provoking; crew may interact with target.Failure You fail to safely align; nothing happens.Critical Failure You fail to safely align; nothing happens.
Analyze System
Actions: action | Traits: concentrate
Role: Science Officer Skill: Computers (Sensors check) DC: Target's TL PCU Cost: 1
You perform a deep scan on an Identified Target to analyze one of their systems (Defenses, Life Support, Sensors, Weapons, Engines, Power Core, or Expansion Bays). Degrees of SuccessCritical Success Learn detailed info about two systems; both are Analyzed.Success Learn detailed info about chosen system; it is Analyzed.Failure System is not Analyzed.Critical Failure System is not Analyzed; you cannot analyze this system again this combat.
Barrel Roll
Actions: action | Traits: move
Role: Pilot (Stunt) Skill: Piloting (Flight check) DC: Expert DC 20 (Breakthrough: DC 25) PCU Cost: 2
You attempt a combination roll and loop, throwing off an enemy's aim. Choose a target. Signature Stunt: If this is not one of your Signature Stunts, the DC increases by 5. Breakthrough: Before attempting, you can voluntarily increase the DC by 5 to add a Breakthrough result on critical success. Degrees of SuccessCritical Success Move up to speed; +2 circumstance bonus to AC and TL vs chosen target (Breakthrough: +3).Success Move up to speed; +1 circumstance bonus to AC and TL vs chosen target.Failure Move up to half speed; -2 circumstance penalty to next crew action.Critical Failure Move up to half speed; -2 circumstance penalty to all actions until next turn.
Boost Engines
Actions: action | Traits: -
Role: Engineer (Chase) Skill: Crafting (Power Core check) DC: Trained DC 15 PCU Cost: 3
Divert extra power to propulsion during a chase. Degrees of SuccessCritical Success Pilot gains +2 status bonus to checks this round.Success Pilot gains +1 status bonus to checks this round.Failure No effect.Critical Failure Thrusters become Glitching.
Chase Repairs
Actions: action | Traits: -
Role: Engineer (Chase) Skill: Crafting (Repair check) DC: Based on system condition (see Starships Revised)
Fix damage sustained during the chase. Degrees of SuccessCritical Success Remove 2 hits from ship.Success Remove 1 hit from ship.Failure No effect.Critical Failure Ship takes 1 additional hit.
Coordinate
Actions: action | Traits: auditory, linguistic
Role: Captain Skill: Diplomacy, Deception, or Intimidation (Leadership check) DC: Trained DC 15 (Push: DC 20)
You lay out a specific battle plan for your crew. Call out at least two crew members who have not yet acted, along with the specific actions you want each to perform. Push: Before rolling, you can voluntarily increase the DC by 5 for enhanced effects. Degrees of SuccessCritical Success Each called crew member gains +2 status bonus if they follow the plan.Success Each called crew member gains +1 status bonus if they follow the plan.Failure Called crew members take -1 status penalty if they follow the plan.Critical Failure Called crew members take -2 status penalty if they follow the plan.
Coordinate Escape
Actions: action | Traits: auditory, linguistic
Role: Captain (Chase) Skill: Diplomacy, Deception, or Intimidation (Leadership check) DC: Trained DC 15
Direct your crew's efforts during a chase. Degrees of SuccessCritical Success Two crew members gain +2 status bonus this round.Success One crew member gains +1 status bonus this round.Failure No effect.Critical Failure One crew member takes -1 status penalty this round.
Coordinate Targeting
Actions: action | Traits: concentrate
Role: Chief Technician (Armada) Skill: Computers (Sensors check) DC: Expert DC 20
You manage fleet sensor networks and communications to coordinate targeting. Degrees of SuccessCritical Success One friendly fleet gains +3 circumstance bonus to attacks vs. one enemy fleet.Success One friendly fleet gains +2 circumstance bonus to attacks vs. one enemy fleet.Failure No effect.Critical Failure Enemy fleet gains +1 circumstance bonus to attacks vs. your fleets.
Covering Fire
Actions: action | Traits: attack
Role: Gunner (Chase) Skill: Piloting (Gunnery check) DC: Opponent's AC PCU Cost: Weapon cost
Lay down suppressive fire to discourage pursuit. Degrees of SuccessCritical Success Opponent loses 1 success; takes 1 hit.Success Opponent loses 1 success.Failure No effect.Critical Failure Weapon overheats; cannot fire next round.
Direct Access
Actions: action | Traits: -
Role: Deck Officer Skill: Athletics or Acrobatics (Maintenance check) DC: Glitching: Trained DC 15 | Malfunctioning: Expert DC 20 | Wrecked: Master DC 30 (+ 2 per Risk) PCU Cost: 1 + 1 per Risk
You physically repair a damaged system, risking personal injury. Degrees of SuccessCritical Success Apply 2 Patches + 1 per Risk.Success Apply 1 Patch + 1 per Risk.Failure You take damage: 1d6 (Glitching), 2d6 (Malfunctioning), 4d6 (Wrecked) + 1d6 per Risk.Critical Failure Damage as Failure × 2; system worsens by 1 stage.
Disable Pursuit
Actions: action | Traits: attack
Role: Gunner (Chase) Skill: Piloting (Gunnery check) DC: Opponent's AC + 5 (Hard) PCU Cost: Weapon cost
Target the opponent's engines or maneuvering systems during a chase. Degrees of SuccessCritical Success Opponent's engines become Malfunctioning.Success Opponent's engines become Glitching.Failure No effect.Critical Failure Your weapon becomes Glitching.
Divert
Actions: action | Traits: -
Role: Engineer Skill: Crafting (Power Core check) DC: Level-based DC of starship PCU Cost: 1-5 (varies by boost level)
You divert power to boost a starship system.
PCU SpentBoost Level 1Minor: +1 status bonus 3Moderate: +2 status bonus 5Major: +3 status bonus and extend range by 1
Degrees of SuccessCritical Success System gains boost +1 level higher than selected.Success System is energized with selected boost level until end of round.Failure PCU is spent but system is not energized.Critical Failure PCU is spent; system takes -1 status penalty until end of round.
Eldritch Shot
Actions: action | Traits: attack, evocation, force
Role: Magic Officer Skill: Arcana, Occultism, or Religion (Magic check) DC: Target's AC (+ 2 per Amplify) MP Cost: 2 + 1 per Amplify Requirements: Expert in Arcana, Occultism, or Religion
You channel magical energy through a weapon system. Degrees of SuccessCritical Success Deal 2d6 + 1d6 per Amplify force damage; ignores shields.Success Deal 1d6 + 1d6 per Amplify force damage; ignores shields.Failure Deal half damage to shields only.Critical Failure No damage; lose additional 1 MP.
Emergency Drift Jump
Actions: action | Traits: move
Role: Pilot Skill: Piloting (Flight check) DC: Master DC 30 Requirements: Ship has a Drift engine; 3 rounds of preparation
A desperate attempt to jump to the Drift while in combat. Hazards:
Roll on Drift Complications table Ship may arrive at random destination Engine may be damaged
Emergency Repairs
Actions: action | Traits: -
Role: Engineer Skill: Crafting (Repair check) DC: Trained DC 15 + (HP to repair ÷ 2) Requirements: Expert in Crafting; ship must be stationary or you must already be outside
You attempt external hull repairs mid-combat. While Outside: You can only perform Emergency Repairs. If the ship takes hull damage, you take half (Reflex DC 20 negates). If the ship takes a Pilot action other than Idle, DC 25 Reflex or you're disconnected. Degrees of SuccessCritical Success Restore desired HP at half UPB cost.Success Restore desired HP (20 UPB per HP).Failure No HP restored.Critical Failure No HP restored; you take damage equal to 1d6 per 5 HP attempted.
Encourage
Actions: action | Traits: auditory, linguistic
Role: Captain Skill: Diplomacy, Deception, or Intimidation (Leadership check) DC: Trained DC 15 (Push: DC 20)
You attempt to inspire a crew member to perform better. Choose a crew member (other than yourself) who is about to perform a check but hasn't rolled yet. Push: Before rolling, you can voluntarily increase the DC by 5. If you succeed at this higher DC, you gain the Push effect as well. Degrees of SuccessCritical Success Target gains a +2 status bonus to their check; +3 if Pushed.Success Target gains a +1 status bonus to their check; +2 if Pushed.Failure Target takes a -1 status penalty to their check.Critical Failure Target takes a -2 status penalty to their check.
Escape
Actions: action | Traits: move
Role: Pilot (Stunt) Skill: Piloting (Flight check) DC: Trained DC 15 (Breakthrough: DC 20) PCU Cost: 2
You perform calculated speed and angle adjustments to dodge tracking weapons. Choose a target. Degrees of SuccessCritical Success Move up to speed; +3 circumstance bonus to TL vs chosen target (Breakthrough: +4).Success Move up to speed; +2 circumstance bonus to TL vs chosen target.Failure Move up to speed -1; -1 circumstance penalty to TL.Critical Failure Move up to half speed; -2 circumstance penalty to TL.
Escort
Actions: action | Traits: move
Role: Pilot (Squadron Stunt) Skill: Piloting (Flight check) DC: Level-based DC of ally's ship level
You position your ship to protect an ally in your squadron. Degrees of SuccessCritical Success Ally gains +3 circumstance bonus to AC and TL until your next turn.Success Ally gains +2 circumstance bonus to AC and TL until your next turn.Failure Ally gains +1 circumstance bonus to AC only.Critical Failure You take -2 circumstance penalty to AC until your next turn.
Evade
Actions: action | Traits: move
Role: Pilot (Stunt) Skill: Piloting (Flight check) DC: Expert DC 20 (Breakthrough: DC 25)
You focus on a particular enemy's blind spots. Choose a target. Degrees of SuccessCritical Success Move up to speed; +3 circumstance bonus to AC vs chosen target (Breakthrough: +4).Success Move up to speed; +2 circumstance bonus to AC vs chosen target.Failure Move up to speed -1; -1 circumstance penalty to AC.Critical Failure Move up to half speed; -2 circumstance penalty to AC.
Find Shortcut
Actions: action | Traits: concentrate
Role: Science Officer (Chase) Skill: Computers (Sensors check) DC: Expert DC 20
Scan for routes that provide advantage during a chase. Degrees of SuccessCritical Success +2 successes; reveal opponent's planned route.Success +1 success.Failure No effect.Critical Failure -1 success (bad route data).
Flank
Actions: action | Traits: move
Role: Pilot (Squadron Stunt) Skill: Piloting (Flight check) DC: Level-based DC of enemy ship level Requirements: An ally must be in a different arc relative to the target
You coordinate with an ally to attack from multiple angles. Degrees of SuccessCritical Success Ally gains +3 circumstance bonus to gunnery vs. target.Success Ally gains +2 circumstance bonus to gunnery vs. target.Failure No bonus.Critical Failure You provoke attack of opportunity from target.
Fleet Repairs
Actions: action | Traits: -
Role: Chief Engineer (Armada) Skill: Crafting (Repair check) DC: Expert DC 20
You coordinate repairs across an entire fleet. Degrees of SuccessCritical Success Restore 20% of one fleet's HP.Success Restore 10% of one fleet's HP.Failure No effect.Critical Failure Repair crews are overwhelmed; -2 to next repair attempt.
Flip and Burn
Actions: action | Traits: move
Role: Pilot (Stunt) Skill: Piloting (Flight check) DC: Expert DC 20 (Breakthrough: DC 25) PCU Cost: 4
You cut engines, flip your ship, then fire engines in the opposite direction. Degrees of SuccessCritical Success Move 1 + up to speed +1; +2 circumstance bonus to AC and TL vs all enemies (Breakthrough: force initiative reroll).Success Move 1 + up to speed; +1 circumstance bonus to AC and TL vs all enemies.Failure Move up to half speed in straight line; -2 circumstance penalty to Gunnery.Critical Failure Move up to half speed in straight line; -2 circumstance penalty to all checks.
Fly
Actions: action | Traits: move
Role: Pilot Skill: Piloting (Flight check) DC: Trained DC 15
You attempt a standard flight path, taking full advantage of your starship's capabilities. Degrees of SuccessCritical Success Move up to speed +1.Success Move up to speed.Failure Move up to half speed; -1 circumstance penalty to Gunnery until next turn.Critical Failure Move up to half speed; -2 circumstance penalty to all checks until next turn.
Focus
Actions: action | Traits: concentrate
Role: Magic Officer Skill: Arcana, Occultism, or Religion (Magic check) DC: Trained DC 15
You build up mystical energy for your ship. Magic Points (MP): An abstract representation of built-up mystical energy. MP resets to zero at the start and end of combat. MP is shared by all Magic Officers on a ship. Degrees of SuccessCritical Success Gain 2 MP.Success Gain 1 MP.Failure Gain 0 MP.Critical Failure Lose 1 MP (minimum 0).
Formation Flying
Actions: action | Traits: move
Role: Pilot (Squadron Stunt) Skill: Piloting (Flight check) DC: Trained DC 15
You maintain tight formation with your squadron. Degrees of SuccessCritical Success All squadron ships in formation gain +1 circumstance bonus to AC and +1 to gunnery.Success All squadron ships in formation gain +1 circumstance bonus to AC.Failure Formation breaks; no bonus.Critical Failure Formation breaks; all ships take -1 circumstance penalty to AC this round.
Full Power
Actions: action | Traits: move
Role: Pilot Skill: Piloting (Flight check) DC: Expert DC 20 PCU Cost: 5
You push your starship's speed and maneuverability to their limits. Degrees of SuccessCritical Success Move up to speed +2.Success Move up to speed +1.Failure Move up to speed -2 (minimum 1); -1 circumstance penalty to AC, TL, and Gunnery until next turn.Critical Failure Move up to half speed; -2 circumstance penalty to AC, TL, and Gunnery until next turn.
Gambit
Actions: action | Traits: move
Role: Pilot (Stunt) Skill: Piloting (Flight check) Requirements: Master in Piloting
You string together two stunts into one fluid gambit. Perform any two Signature Stunts with a -2 circumstance penalty to each Flight check.
Glide
Actions: action | Traits: move
Role: Pilot Skill: Piloting (Flight check) DC: Trained DC 15
You attempt a simple flight path at a safe speed. Degrees of SuccessCritical Success Move up to speed; +1 circumstance bonus to AC until next turn.Success Move up to speed; -1 circumstance penalty to TL until next turn.Failure Move up to half speed; -1 circumstance penalty to AC, TL, and Gunnery until next turn.Critical Failure Move 1 hex; -2 circumstance penalty to AC, TL, and Gunnery until next turn.
Grand Strategy
Actions: action | Traits: auditory, linguistic
Role: Admiral (Armada) Skill: Diplomacy, Deception, or Intimidation (Leadership check) DC: Master DC 30 Requirements: Master in Leadership skill
You command the entire armada, issuing orders that affect all fleets under your command. Degrees of SuccessCritical Success All friendly fleets gain +2 status bonus to all checks this round.Success Choose 2 fleets to gain +1 status bonus to all checks.Failure No effect.Critical Failure Enemy fleets gain +1 status bonus this round.
Hold It Together
Actions: action | Traits: -
Role: Engineer Skill: Crafting (Repair check) DC: Expert DC 20 + 1 per Glitching + 2 per Malfunctioning + 4 per Wrecked system Requirements: Trained in Crafting
You make a desperate attempt to keep damaged components working. Choose any number of damaged systems. Degrees of SuccessCritical Success Chosen systems treated as two stages better until start of next turn.Success Chosen systems treated as one stage better until start of next turn.Failure Remove 1 Patch from each chosen system.Critical Failure Each chosen system worsens by one stage.
Identify
Actions: action | Traits: concentrate
Role: Science Officer Skill: Computers (Sensors check) DC: Target's TL Range Penalty: -2 circumstance penalty per hex beyond sensor range
You perform a preliminary scan to identify a target. Sweep: You can Identify multiple targets at once. Take a cumulative -2 circumstance penalty for each target beyond the first. Degrees of SuccessCritical Success Learn basic info + one system's status; target is Identified.Success Learn basic info (manufacturer, model, size, registration); target is Identified.Failure Target is not Identified.Critical Failure Target is not Identified; you cannot attempt to Identify this target again this combat.
Idle
Actions: action | Traits: -
Role: Pilot Skill: None (no check required)
The default action if no Pilot action is chosen. No Flight check required. Effect: Your starship thrusters hold position. Your ship does not move, and you lose your proficiency bonus to AC and TL until the start of your ship's next turn.
Inspire
Actions: action | Traits: auditory, linguistic, emotion, fortune
Role: Captain Skill: Diplomacy (Leadership check) DC: Master DC 30 Cost: 1 Hero Point Requirements: Master in Diplomacy
You deliver a moving speech to the crew that fills them with determination. Degrees of SuccessCritical Success Allies can roll twice and take the better result for remainder of round.Success Allies can roll twice and take the better result for their next action.Failure No effect.Critical Failure You cannot use Inspire again this combat.
Intercept
Actions: action | Traits: move
Role: Pilot (Squadron Stunt) Skill: Piloting (Flight check) DC: Trained DC 15 + tracking weapon's speed
You attempt to destroy or deflect a tracking weapon targeting an ally. Degrees of SuccessCritical Success Tracking weapon destroyed.Success Tracking weapon takes -4 circumstance penalty to hit.Failure Tracking weapon takes -2 circumstance penalty to hit.Critical Failure You are now the target of the tracking weapon.
Intervene
Actions: action | Traits: -
Role: Captain Skill: Varies (uses your skill modifier)
When a crew member fails to meet expectations, you attempt to take matters into your own hands. After a crew member rolls a check, you reroll the check using your own skill modifiers but applying the same bonuses and penalties from starship parts and actions. Effect: The crew member must use your result in place of their own.
Jam Communications
Actions: action | Traits: concentrate
Role: Science Officer Skill: Computers (Sensors check) DC: Target's TL + 2 PCU Cost: 3 Requirements: Expert in Computers
You attempt to jam an enemy ship's communications. Degrees of SuccessCritical Success Target cannot communicate or call for reinforcements for 1d4 rounds.Success Target cannot communicate for 1 round.Failure No effect.Critical Failure Your own communications are disrupted for 1 round.
Jam Sensors
Actions: action | Traits: concentrate
Role: Science Officer (Chase) Skill: Computers (Sensors check) DC: Opponent's TL
Interfere with opponent's ability to track you during a chase. Degrees of SuccessCritical Success Opponent takes -2 to all checks next round.Success Opponent takes -1 to all checks next round.Failure No effect.Critical Failure Your sensors become Glitching.
Launch
Actions: action | Traits: attack
Role: Gunner Skill: Piloting (Gunnery check) DC: Target's TL PCU Cost: Varies by weapon
You fire a tracking weapon (torpedo, missile) at an enemy target. Degrees of SuccessCritical Success Projectile hits; deal weapon damage + roll on Critical Conditions table.Success Projectile spawns and moves toward target; hits if it reaches target's space.Failure Projectile spawns but is off-target (-2 to future checks to hit).Critical Failure Weapon misfires; cannot be used until repaired.
Lead Boarding Party
Actions: action | Traits: -
Role: Captain Skill: Diplomacy, Deception, or Intimidation (Leadership check) DC: Expert DC 20
You personally lead the boarding assault against an enemy vessel. Degrees of SuccessCritical Success +3 status bonus to boarding attack; choose which system takes critical damage on success.Success +2 status bonus to boarding attack.Failure +1 status bonus to boarding attack.Critical Failure No bonus; you take 2d6 damage from defensive countermeasures.
Lead Defense
Actions: action | Traits: -
Role: Captain Skill: Diplomacy, Deception, or Intimidation (Leadership check) DC: Expert DC 20
You coordinate your crew's defense against boarders. Degrees of SuccessCritical Success +3 status bonus to BR against all boarding attacks this round.Success +2 status bonus to BR against one boarding attack OR +1 to all.Failure +1 status bonus to BR against one boarding attack.Critical Failure -1 status penalty to BR this round.
Lock On
Actions: action | Traits: concentrate
Role: Science Officer Skill: Computers (Sensors check) DC: Target's TL PCU Cost: 2
You lock your targeting systems onto an enemy's weakness. Degrees of SuccessCritical Success Next attack against target deals +2 damage dice.Success Next attack against target deals +1 damage die.Failure No effect.Critical Failure Target gains +1 circumstance bonus to AC and TL vs your ship until your next turn.
Manual Evasion
Actions: action | Traits: -
Role: Deck Officer Skill: Athletics or Acrobatics (Maintenance check) DC: Expert DC 20 + 2 per Risk PCU Cost: 1 + 1 per Risk
You prepare to make manual alterations to secondary systems for evasion. Once before your next turn, when your ship is targeted by a direct-fire attack, you can roll a Maintenance check. Degrees of SuccessCritical Success +2 circumstance bonus to AC for this attack + 1 per Risk.Success +1 circumstance bonus to AC for this attack + 1 per Risk.Failure -1 circumstance penalty to AC for this attack.Critical Failure -1 circumstance penalty to AC + 1 per Risk.
Mystic Haze
Actions: action | Traits: concentrate, illusion
Role: Magic Officer Skill: Arcana, Occultism, or Religion (Magic check) DC: Expert DC 20 MP Cost: 3
You create a cloud of mystical interference around your ship. Degrees of SuccessCritical Success Enemies take -2 circumstance penalty to target your ship; lasts 2 rounds.Success Enemies take -1 circumstance penalty to target your ship; lasts 1 round.Failure No effect.Critical Failure Your ship takes -1 circumstance penalty to target enemies for 1 round.
Navigate Hazard
Actions: action | Traits: move
Role: Pilot (Chase) Skill: Piloting (Flight check) DC: Set by GM (typically Trained DC 15 to Master DC 30)
Attempt to safely pass through an obstacle during a chase. Degrees of SuccessCritical Success Pass obstacle; +1 additional success.Success Pass obstacle safely.Failure Ship takes 1 hit.Critical Failure Ship takes 2 hits; obstacle persists.
Offer Surrender
Actions: action | Traits: auditory, linguistic
Role: Captain Skill: Diplomacy DC: Opponent captain's Perception DC
You open communications to offer surrender to the enemy. Degrees of SuccessCritical Success Surrender accepted; favorable terms negotiated.Success Surrender accepted; standard terms.Failure Surrender rejected; combat continues.Critical Failure Surrender rejected; opponent gains +1 morale.
Outmaneuver
Actions: action | Traits: move
Role: Pilot (Chase) Skill: Piloting (Flight check) DC: Opponent's Piloting DC
Gain positional advantage over your opponent during a chase. Degrees of SuccessCritical Success +2 successes this round.Success +1 success this round.Failure No effect.Critical Failure Opponent gains +1 success.
Overdrive
Actions: action | Traits: move
Role: Pilot Skill: Piloting (Flight check) DC: Expert DC 20 PCU Cost: 10 Requirements: Expert in Piloting
You push the thrusters well beyond their limits. Degrees of SuccessCritical Success Move up to 2× speed; next turn speed reduced by 1.Success Move up to 2× speed; next turn speed reduced by 1 and -2 to Pilot actions.Failure Move up to 2× speed in straight line; -2 circumstance penalty to Gunnery; next turn speed reduced by 1 and -2 to Pilot actions.Critical Failure Move up to speed in straight line; thrusters become Glitching.
Overload Weapon
Actions: action | Traits: -
Role: Deck Officer Skill: Athletics or Acrobatics (Maintenance check) DC: Expert DC 20 + 2 per Risk PCU Cost: 1 + 1 per Risk
You bypass safety mechanisms to increase weapon power. Degrees of SuccessCritical Success Weapon deals +2 damage dice (+1 per Risk); ship takes 1d4 damage.Success Weapon deals +1 damage die (+1 per Risk); ship takes 1d4 damage (+1d4 per Risk).Failure Ship takes 1d8 damage + 1d8 per Risk directly to hull.Critical Failure Weapon suffers Critical Condition; ship takes 1d12 + 1d12 per Risk damage.
Patch System
Actions: action | Traits: -
Role: Engineer Skill: Crafting (Repair check) DC: Glitching: Trained DC 15 | Malfunctioning: Expert DC 20 | Wrecked: Master DC 30
You attempt to fix a damaged system. Patches Required:
Glitching → Normal: 2 Patches Malfunctioning → Glitching: 3 Patches Wrecked → Malfunctioning: 4 Patches
Degrees of SuccessCritical Success Apply 2 Patches to the system.Success Apply 1 Patch to the system.Failure Nothing happens.Critical Failure Remove 1 existing Patch from the system.
Precise Shot
Actions: action | Traits: attack
Role: Gunner Skill: Piloting (Gunnery check) DC: Target's AC + 5 (Hard adjustment) Requirements: Master in Piloting
You target a specific system on an enemy ship. Degrees of SuccessCritical Success Hit chosen system; system takes 2 stages of Critical Condition.Success Hit chosen system; system takes 1 stage of Critical Condition.Failure Miss.Critical Failure Miss; your weapons system becomes Glitching.
Precognition
Actions: action | Traits: concentrate, divination, fortune
Role: Magic Officer Skill: Arcana, Occultism, or Religion (Magic check) DC: Expert DC 20 (+ 2 per Amplify) MP Cost: 2 + 1 per Amplify
You glimpse possible futures to aid an ally's actions. Degrees of SuccessCritical Success Ally can roll twice and take better result; ally rerolls 1s.Success Ally can roll twice and take the better result on their next check.Failure No effect.Critical Failure Ally must roll twice and take the worse result.
Quick Fix
Actions: action | Traits: -
Role: Deck Officer Skill: Athletics or Acrobatics (Maintenance check) DC: Trained DC 15 + 2 per Risk PCU Cost: 1 + 1 per Risk
You attempt manual adjustments to aid a crew member's action. After another crew member rolls a check but before the result is revealed, roll a Maintenance check. Risk: Before rolling, you can take 1-3 Risks, increasing both the potential benefit and the penalty on failure. Degrees of SuccessCritical Success +2 circumstance bonus to triggering check (+1 per Risk).Success +1 circumstance bonus to triggering check (+1 per Risk).Failure -1 circumstance penalty to all triggering crew member's actions until end of turn.Critical Failure -2 circumstance penalty + 1 per Risk to all triggering crew member's actions.
Rally
Actions: action | Traits: auditory, linguistic, emotion
Role: Captain Skill: Diplomacy or Intimidation (Leadership check) DC: Expert DC 20 Requirements: Expert in Diplomacy or Intimidation
You boost your crew's morale with a rallying cry or determined speech. Degrees of SuccessCritical Success All allies on your ship gain +2 status bonus to next check this turn.Success All allies gain +1 status bonus to next check this turn.Failure No effect.Critical Failure All allies take -1 status penalty to next check this turn.
Rally the Fleet
Actions: action | Traits: auditory, linguistic, emotion
Role: Commander (Armada) Skill: Diplomacy or Intimidation (Leadership check) DC: Expert DC 20
You lead a specific fleet, boosting their morale and combat effectiveness. Degrees of SuccessCritical Success Fleet's Morale increases by 2; +2 status bonus to attacks.Success Fleet's Morale increases by 1.Failure No effect.Critical Failure Fleet's Morale decreases by 1.
Restore Shields
Actions: action | Traits: -
Role: Engineer Skill: Crafting (Power Core check) DC: Shield's Restore DC (+0/+2/+5/+10 based on percentage) PCU Cost: Varies (5 for 25%, 10 for 50%, 20 for 75%, 40 for 100%)
You redirect power to restore shields. Degrees of SuccessCritical Success Restore chosen percentage +25% (max 100%).Success Restore chosen percentage of max Shield Points.Failure Nothing happens.Critical Failure Shields take -1 status penalty to regeneration for rest of combat.
Scan Environment
Actions: action | Traits: concentrate
Role: Science Officer Skill: Computers (Sensors check) DC: Set by GM (typically Trained DC 15 to Expert DC 20)
You scan the surrounding environment for tactical opportunities. Degrees of SuccessCritical Success Identify significant tactical feature + one hidden feature.Success Identify one significant tactical feature in the area.Failure No useful information.Critical Failure GM provides misleading information.
Scry
Actions: action | Traits: concentrate, divination
Role: Magic Officer Skill: Arcana, Occultism, or Religion (Magic check) DC: Target's TL (+ 2 per Amplify) MP Cost: 1 + 1 per Amplify
You use divination to peer into an enemy's intentions. Amplify: Before rolling, you can spend additional MP to increase both the DC and potential benefits. Degrees of SuccessCritical Success Ask 2 questions + 1 per Amplify about target's intentions/capabilities.Success Ask 1 question + 1 per Amplify.Failure MP spent; no information gained.Critical Failure MP spent; GM provides false information.
Shoot
Actions: action | Traits: attack
Role: Gunner Skill: Piloting (Gunnery check) Alternate Skills: Computers, Athletics, Acrobatics, Arcana/Occultism DC: Target's AC
You fire a direct-fire weapon at an enemy target. Degrees of SuccessCritical Success Hit + roll on Critical Conditions table.Success Hit; deal weapon damage.Failure Miss.Critical Failure Miss; weapon cannot be fired until start of next turn.
Speed Up
Actions: action | Traits: move
Role: Pilot (Chase) Skill: Piloting (Flight check) DC: Expert DC 20 PCU Cost: 5
Push the engines to gain ground during a chase. Degrees of SuccessCritical Success +2 successes; no speed penalty next round.Success +1 success; -1 to pilot checks next round.Failure -1 to pilot checks next round.Critical Failure Engines become Glitching.
Standard Escape
Actions: action | Traits: move
Role: Pilot Skill: Piloting (Flight check) DC: Trained DC 15 (contested by opponent's Sensors check)
Attempt to flee combat by moving beyond sensor range. Degrees of SuccessCritical Success Escape successfully; cannot be pursued this scene.Success Escape successfully; opponent may initiate chase.Failure Escape fails; opponent may take attack of opportunity.Critical Failure Escape fails; opponent gains free action.
Strafe
Actions: action | Traits: move
Role: Pilot (Stunt) Skill: Piloting (Flight check) DC: Expert DC 20 (Breakthrough: DC 25) PCU Cost: 4
You position your ship to maximize weapon effectiveness against a target. Choose a target. Degrees of SuccessCritical Success Move up to speed; next Gunnery check vs target gains +3 circumstance bonus (Breakthrough: +4).Success Move up to speed; next Gunnery check vs target gains +2 circumstance bonus.Failure Move up to speed; -1 circumstance penalty to AC.Critical Failure Move up to half speed; -2 circumstance penalty to AC and Gunnery.
Suppressive Fire
Actions: action | Traits: attack
Role: Gunner Skill: Piloting (Gunnery check) DC: Expert DC 20 Requirements: Expert in Piloting
You lay down suppressive fire in an area. Degrees of SuccessCritical Success Ships entering or starting in area take -2 circumstance penalty to all checks.Success Ships entering or starting in area take -1 circumstance penalty to all checks.Failure No effect.Critical Failure Your ship takes -1 circumstance penalty to AC until your next turn.
Taunt
Actions: action | Traits: auditory, linguistic, mental
Role: Captain Skill: Diplomacy, Deception, or Intimidation (Leadership check) DC: Target captain's Perception DC
You open a comms channel with an enemy ship and attempt to coerce them into making a tactical error. Choose a target ship and a language you can speak. Degrees of SuccessCritical Success Target ship takes -2 status penalty to all checks until start of your next turn.Success Target ship takes -1 status penalty to all checks until start of your next turn.Failure No effect.Critical Failure Target gains +1 status bonus to all checks until start of your next turn.
