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ADDITIONAL STARSHIP RULES

ADDITIONAL STARSHIP RULES

Starfinder 2nd Edition Compatible Supplement

Supplementary rules covering subsystems not included in Starships Revised 2E

Quick References Available:


TABLE OF CONTENTS

  1. Boarding Actions
  2. Starship Chase Rules
  3. Squadron Rules
  4. Armada Rules (Fleet Combat)
  5. Environmental Hazards
  6. Disabled Ships, Surrender & Escape
  7. Drift Travel
  8. Non-Combat Operations
  9. Starship-Scale Creatures

BOARDING ACTIONS

When crews engage in direct ship-to-ship combat by physically entering enemy vessels, use these boarding rules.

Boarding Methods

There are four primary methods to initiate boarding:

1. Anchoring Weapons

A ship equipped with an anchoring weapon (grappler, tractor beam) can lock onto an adjacent enemy ship.

Gunnery DC: Target's AC
Effect on Success: Ships are anchored together. Neither ship can move until the anchor is released or destroyed. Boarding parties can transfer between ships.

2. Ramming

A pilot can intentionally collide with an enemy ship to allow boarding.

Flight DC: Target's AC
Effect on Success: Both ships take collision damage (see Environmental Hazards). Ships are considered adjacent for boarding purposes for 1 round.

3. Breaching Pods

Breaching pods are single-use boarding vessels launched at enemy ships.

Gunnery DC: Target's AC (breaching pods cannot penetrate active shields)
PCU Cost: 5 per pod
Effect on Success: Pod attaches to enemy hull. Boarding party of up to 4 creatures can enter the enemy ship next round.

4. Creature Injection

Starship-scale creatures with appropriate abilities can inject pathogens or smaller creatures into enemy vessels.

Special Attack DC: Target's TL
Effect on Success: Injected creatures/pathogens begin affecting the enemy ship's crew.


Boarding Combat Statistics

Boarding Attack Modifier

When a boarding party attempts to overcome ship defenses:

Boarding Attack = 1d20 + boarding party leader's Intimidation or Athletics modifier + size modifier

Size Modifier:

Boarding Party Size vs. Ship ComplementModifier
Party is 50%+ of complement+4
Party is 25-49% of complement+2
Party is 10-24% of complement+0
Party is 5-9% of complement-2
Party is less than 5% of complement-4

Boarding Rating (BR)

The target ship's defense against boarding.

BR = 10 + ship's level + security system bonus + crew quality modifier

Crew Quality Modifier:

Crew TypeModifier
Elite military+4
Professional+2
Standard+0
Skeleton crew-2
Automated only-4

Captain Boarding Actions

Lead Boarding Party

You personally lead the boarding assault.

Leadership DC: Expert DC 20

ResultEffect
Critical 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 FailureNo bonus; you take 2d6 damage from defensive countermeasures

Lead Defense

You coordinate your crew's defense against boarders.

Leadership DC: Expert DC 20

ResultEffect
Critical 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

Resolving Boarding Combat

Option 1: Abstract Resolution

Make a single Boarding Attack vs. the target's BR.

ResultEffect
Critical SuccessBoarding party takes control of one ship system; defender crew takes 4d6 damage
SuccessBoarding party establishes foothold; can attempt to take control next round
FailureBoarding party is repelled; takes 2d6 damage
Critical FailureBoarding party is captured or destroyed

Option 2: Tactical Combat

When 2+ PCs are involved in boarding, transition to standard tactical combat using the following guidelines:

Defender CR: Ship's level - 2 (minimum 1)
Defender Numbers: 1 defender per 2 boarding party members (minimum 2)
Environment: Cramped shipboard corridors (difficult terrain, limited visibility)

Victory Conditions:

  • Attackers Win: Gain control of the boarded section; can attempt to take ship systems
  • Defenders Win: Repel boarders back to their ship or capture them

Security Systems

Security systems add to a ship's BR and provide additional defenses.

SystemBR BonusBP CostSpecial
Basic Locks+11
Biometric Locks+23DC 25 to bypass
Anti-Personnel Turrets+25Deal 2d6 damage to failed boarders
Shock Grid+38Deal 3d6 electricity on failed boarding
Automated Defenders+412Deploy robots (level = ship level - 2)
Maze Protocol+24Boarders must succeed DC 20 Survival or become lost

STARSHIP CHASE RULES

When ships pursue or flee rather than engaging in direct combat, use these structured chase rules.

Chase Structure

A chase consists of 6 rounds (adjustable by GM). Each round, the crew collectively attempts to gain advantages while dealing with obstacles.

Chase Roles

At the start of each round, each crew member declares their role:

  • Pilot: Attempts maneuvers and obstacle navigation
  • Engineer: Manages power and repairs
  • Science Officer: Scans for shortcuts and hazards
  • Gunner: Provides covering fire or attacks pursuers
  • Captain: Coordinates crew and provides bonuses

Round Structure

  1. GM Presents Obstacle (optional): An environmental challenge the fleeing/pursuing ship must overcome
  2. Crew Takes Actions: Each crew member attempts their chase action
  3. Track Results: Record successes and failures

Chase Actions

Pilot Actions

Attempt to safely pass through an obstacle.

Flight DC: Set by GM (typically Trained DC 15 to Master DC 30)

ResultEffect
Critical SuccessPass obstacle; +1 additional success
SuccessPass obstacle safely
FailureShip takes 1 hit
Critical FailureShip takes 2 hits; obstacle persists

Outmaneuver

Gain positional advantage over your opponent.

Flight DC: Opponent's Piloting DC

ResultEffect
Critical Success+2 successes this round
Success+1 success this round
FailureNo effect
Critical FailureOpponent gains +1 success

Speed Up

Push the engines to gain ground.

Flight DC: Expert DC 20
PCU Cost: 5

ResultEffect
Critical 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 FailureEngines become Glitching

Engineer Actions

Boost Engines

Divert extra power to propulsion.

Power Core DC: Trained DC 15
PCU Cost: 3

ResultEffect
Critical SuccessPilot gains +2 status bonus to checks this round
SuccessPilot gains +1 status bonus to checks this round
FailureNo effect
Critical FailureThrusters become Glitching

Emergency Repairs

Fix damage sustained during the chase.

Repair DC: Based on system condition (see Starships Revised)

ResultEffect
Critical SuccessRemove 2 hits from ship
SuccessRemove 1 hit from ship
FailureNo effect
Critical FailureShip takes 1 additional hit

Science Officer Actions

Find Shortcut

Scan for routes that provide advantage.

Sensors DC: Expert DC 20

ResultEffect
Critical Success+2 successes; reveal opponent's planned route
Success+1 success
FailureNo effect
Critical Failure-1 success (bad route data)

Jam Sensors

Interfere with opponent's ability to track you.

Sensors DC: Opponent's TL

ResultEffect
Critical SuccessOpponent takes -2 to all checks next round
SuccessOpponent takes -1 to all checks next round
FailureNo effect
Critical FailureYour sensors become Glitching

Gunner Actions

Covering Fire

Lay down suppressive fire to discourage pursuit.

Gunnery DC: Opponent's AC
PCU Cost: Weapon cost

ResultEffect
Critical SuccessOpponent loses 1 success; takes 1 hit
SuccessOpponent loses 1 success
FailureNo effect
Critical FailureWeapon overheats; cannot fire next round

Disable Pursuit

Target the opponent's engines or maneuvering systems.

Gunnery DC: Opponent's AC + 5 (Hard)
PCU Cost: Weapon cost

ResultEffect
Critical SuccessOpponent's engines become Malfunctioning
SuccessOpponent's engines become Glitching
FailureNo effect
Critical FailureYour weapon becomes Glitching

Captain Actions

Coordinate Escape/Pursuit

Direct your crew's efforts.

Leadership DC: Trained DC 15

ResultEffect
Critical SuccessTwo crew members gain +2 status bonus this round
SuccessOne crew member gains +1 status bonus this round
FailureNo effect
Critical FailureOne crew member takes -1 status penalty this round

Chase Obstacles

The GM may introduce obstacles each round. Sample obstacles:

ObstacleNavigation DCFailure Effect
Debris Field151 hit, reduce speed
Asteroid Belt202 hits
Nebula Cloud18Sensors Glitching
Gravity Well22Pulled off course; lose 1 success
Hostile Fire201 hit per failure degree
Space-Time Anomaly25Random system becomes Malfunctioning
Solar Flare202 hits, crew takes radiation damage

Chase Resolution

After 6 rounds (or when one side reaches their hit limit), determine the outcome:

Hit Tolerance by Ship Size

SizeMaximum Hits
Tiny4
Small5
Medium6
Large7
Huge8
Gargantuan10
Colossal+12

If a ship reaches its hit limit, the chase ends immediately with that ship's defeat.

Outcome by Success Count

Total SuccessesPursuer ResultQuarry Result
0-1Complete failureCaptured/destroyed
2-3Moderate failure; 50% SP/HP lostDamaged escape; 50% SP/HP lost
4-5Partial success; 25% SP/HP lostClean escape; 25% SP/HP lost
6+Complete success; minimal damagePerfect escape; no damage

SQUADRON RULES

When PCs operate multiple smaller ships as a coordinated unit, use these squadron rules.

Squadron Design

Tier Calculation

Squadron Tier = (Average Party Level - 1) ÷ Number of Ships (round down, minimum 1)

Example: A level 6 party with 3 fighters has squadron tier (6-1)÷3 = 1.67 → Tier 1 ships

Squadron Composition

  • All ships in a squadron must be the same tier
  • Ships can be different frames within the same size category
  • Total BP is shared among all squadron ships

Single Squadron Captain

Only ONE captain exists for the entire squadron. The captain can:

  • Use captain actions to affect any crew member in any squadron ship
  • Communicate orders to all ships simultaneously
  • Must be in one specific ship (the "command ship")

Squadron Pilot Stunts

Squadron pilots have access to unique cooperative stunts.

Escort

You position your ship to protect an ally.

Flight DC: Level-based DC of ally's ship level

ResultEffect
Critical SuccessAlly gains +3 circumstance bonus to AC and TL until your next turn
SuccessAlly gains +2 circumstance bonus to AC and TL until your next turn
FailureAlly gains +1 circumstance bonus to AC only
Critical FailureYou take -2 circumstance penalty to AC until your next turn

Flank

You coordinate with an ally to attack from multiple angles.

Flight DC: Level-based DC of enemy ship level

Requirement: An ally must be in a different arc relative to the target

ResultEffect
Critical SuccessAlly gains +3 circumstance bonus to gunnery vs. target
SuccessAlly gains +2 circumstance bonus to gunnery vs. target
FailureNo bonus
Critical FailureYou provoke attack of opportunity from target

Intercept

You attempt to destroy or deflect a tracking weapon targeting an ally.

Flight DC: Trained DC 15 + tracking weapon's speed

ResultEffect
Critical SuccessTracking weapon destroyed
SuccessTracking weapon takes -4 circumstance penalty to hit
FailureTracking weapon takes -2 circumstance penalty to hit
Critical FailureYou are now the target of the tracking weapon

Formation Flying

You maintain tight formation with your squadron.

Flight DC: Trained DC 15

ResultEffect
Critical SuccessAll squadron ships in formation gain +1 circumstance bonus to AC and +1 to gunnery
SuccessAll squadron ships in formation gain +1 circumstance bonus to AC
FailureFormation breaks; no bonus
Critical FailureFormation breaks; all ships take -1 circumstance penalty to AC this round

Squadron Destruction

When a squadron ship is destroyed, its crew faces mortal danger.

Destruction Damage

Each crew member aboard a destroyed squadron ship takes damage equal to 1d6 × enemy ship level.

Reflex Save DC: Level-based DC of the attacking ship's level

ResultEffect
Critical SuccessNo damage; safely eject
SuccessHalf damage; safely eject
FailureFull damage; eject into space
Critical FailureDouble damage; trapped in wreckage

Stabilization

A dying crew member in space can spend 1 Hero Point to stabilize and await rescue.


ARMADA RULES (Fleet Combat)

For battles involving multiple capital ships and their escorts, use these fleet-scale rules.

Fleet Statistics

Each fleet has the following statistics:

StatisticDescription
SizeNumber of ships in the fleet (affects HP)
SpeedHexes moved per round
ManeuverabilityTurning capability
ACDefense against attacks
DamageBase damage dealt
RangeShort/Long/Extreme with 0/-2/-4 penalties
HPFleet hit points (size × 10)
MoraleFleet's willingness to fight

Sample Fleet Types

Fleet TypeSizeSpeedACDamageRangeBP
Fighter Wing126162d64/8/1230
Patrol Group64143d66/12/1845
Battle Line43124d88/16/2470
Carrier Group32103d8 + fighters6/12/1890
Dreadnought Force2286d1010/20/30120

Armada Officer Roles

Admiral

Commands the entire armada. Can issue orders affecting any fleet.

Unique Action - Grand Strategy:
Leadership DC: Master DC 30

ResultEffect
Critical SuccessAll friendly fleets gain +2 status bonus to all checks this round
SuccessChoose 2 fleets to gain +1 status bonus to all checks
FailureNo effect
Critical FailureEnemy fleets gain +1 status bonus this round

Commander

Leads a specific fleet.

Unique Action - Rally the Fleet:
Leadership DC: Expert DC 20

ResultEffect
Critical SuccessFleet's Morale increases by 2; +2 status bonus to attacks
SuccessFleet's Morale increases by 1
FailureNo effect
Critical FailureFleet's Morale decreases by 1

Chief Engineer

Coordinates repairs across the fleet.

Unique Action - Fleet Repairs:
Repair DC: Expert DC 20

ResultEffect
Critical SuccessRestore 20% of one fleet's HP
SuccessRestore 10% of one fleet's HP
FailureNo effect
Critical FailureRepair crews are overwhelmed; -2 to next repair attempt

Chief Technician

Manages fleet sensor networks and communications.

Unique Action - Coordinate Targeting:
Sensors DC: Expert DC 20

ResultEffect
Critical SuccessOne friendly fleet gains +3 circumstance bonus to attacks vs. one enemy fleet
SuccessOne friendly fleet gains +2 circumstance bonus to attacks vs. one enemy fleet
FailureNo effect
Critical FailureEnemy fleet gains +1 circumstance bonus to attacks vs. your fleets

Fleet Morale

Morale represents a fleet's willingness to continue fighting.

Morale Checks

A fleet must make a Morale check when:

  • It drops to 50% HP
  • Its flagship is destroyed
  • An allied fleet is routed
  • The Admiral is killed or incapacitated

Morale Check: 1d20 + Commander's Diplomacy or Intimidation modifier vs. DC 15 + (damage taken this round ÷ 10)

Morale States

StateEffect
Emboldened+2 status bonus to all fleet checks
SteadyNormal operation
Shaken-2 status penalty to all fleet checks
RoutedFleet attempts to flee; -4 to attacks; must Rally or continue fleeing

Rally

A routed fleet can attempt to Rally.

Leadership DC: Expert DC 20 + rounds spent routed

ResultEffect
Critical SuccessFleet becomes Steady
SuccessFleet becomes Shaken
FailureFleet continues routing
Critical FailureFleet is destroyed/surrenders

A fleet that spends 3 consecutive rounds routed without rallying is considered destroyed or captured.


Fleet Special Abilities

Fleets can have special abilities based on their composition:

AbilityEffectBP Cost
Bombers+2d6 damage vs. capital ships+10
CarriersDeploy fighter screens; +2 AC+15
Damage ThresholdIgnore first 5 damage per attack+10
EMP ArrayCan disable enemy systems instead of dealing damage+20
FlagshipCommander can use two actions per round+25
Gravity MinesCreate difficult terrain zones+15
Point Defense+4 AC vs. tracking weapons and bombers+10
Stealth-4 to enemy targeting until you attack+20

ENVIRONMENTAL HAZARDS

Space is filled with dangers beyond enemy ships.

Asteroid Fields

Asteroids occupy hexes on the combat grid and provide cover.

Collision

When a ship enters an asteroid hex, the pilot must make a Flight check.

Flight DC: Trained DC 15 + (ship's speed ÷ 2)

ResultEffect
Critical SuccessNavigate safely; can use asteroid as cover
SuccessNavigate safely
FailureTake 4d6 bludgeoning damage; facing changes randomly
Critical FailureTake 8d6 bludgeoning damage; speed reduced to 0 this round

Moving Asteroids

If asteroids are moving, add +2d6 damage per 2 hexes the asteroid moved.

Destroying Asteroids

AC/TL: 5
HP: 20

When an asteroid is destroyed, it sprays fragments to all adjacent hexes, dealing 4d4 piercing damage (Reflex DC 15 for half).

Asteroid Variants

VariantModification
CometTrailing debris tail deals 2d6 damage to ships passing behind
Magma AsteroidCracking releases magma; 4d8 fire damage on collision
Massive AsteroidImpassable; can be used as terrain feature
Ice AsteroidCreates difficult terrain when destroyed (slippery debris)

Nebulae

Nebulae occupy 10-20 contiguous hexes with various effects.

Basic Nebula Effects

  • Concealment: 20% miss chance against ships inside the nebula
  • Sensor Interference: -4 circumstance penalty to Sensors checks targeting ships inside

Nebula Variants

TypeAdditional Effect
Corrosive GasShips inside take 2d6 acid damage per round (ignores DT)
Electrical StormShips entering must save vs. 3d6 electricity damage
RadioactiveShips inside exposed to Medium radiation
Dark NebulaNo visibility beyond 1 hex; 50% miss chance
Sensor GhostCreates false sensor readings; DC 20 Computers to identify real targets

Stellar Phenomena

Solar Flares

Every 1d4 rounds, the star emits a flare.

Flare Attack: +15 vs. AC of all ships within 10 hexes of the star
Damage: 2d12 fire + irradiate (Medium)

Gravity Wells

Ships within range of a gravity source are pulled toward it.

SourceRangePull
Planet5 hexes1 hex/round
Gas Giant8 hexes2 hexes/round
Star15 hexes1 hex/round
Black Hole20 hexes3 hexes/round

Escaping: Costs double movement to move away from the gravity source.

Neutron Stars

Ships within 10 hexes take combined damage from heat, radiation, and gravity.

Damage: 2d8 per round per 5 ship levels (round up)
Additional: Exposed to High radiation; pulled 1 hex/round

Pulsars

Pulsars emit devastating beams at regular intervals.

Beam Attack (every 2 rounds): +20 vs. AC
Damage: 10d12 + irradiate (Severe)
Special: Ships in beam's path are also affected


Damaging Zones

Proton Storms

  • Bypass shields entirely
  • Destroy tracking weapons passing through
  • Deal 3d6 damage to ships per round inside

Star Corona

Damage based on proximity to star:

DistanceDamage/Round
10+ hexes1d6
5-9 hexes5d6
2-4 hexes10d6
1 hex20d6
Same hexInstant destruction

Hull-Eating Bacteria

  • 3d6 damage per round, ignoring DT
  • Persists until engineer destroys infestation (DC 25 Crafting check)
  • Spreads to adjacent ships on collision

DISABLED SHIPS, SURRENDER & ESCAPE

Ship States

Disabled (0 HP)

  • Ship floats in current direction at half speed
  • Cannot take offensive actions
  • Crew not in immediate danger (unless life support is wrecked)
  • Can be repaired, rescued, or captured

Destroyed (Damage > 2× Max HP)

  • Ship cannot be repaired
  • Hull compromised; crew exposed to vacuum
  • Crew has 1d4 rounds to evacuate before explosion

Wrecked Systems

When all systems are wrecked, the ship is effectively disabled regardless of HP.


Hull Ruptures

When life support takes critical damage or the ship suffers catastrophic hull damage:

Immediate Effects

  1. Pressure Drop: All creatures in the affected section take 3d6 bludgeoning damage
  2. Decompression: DC 18 Reflex save or be pulled toward the breach
  3. Vacuum Exposure: Creatures without protection begin suffocating

Sealing the Breach

Crafting DC: Expert DC 20
Time: 1 action

ResultEffect
Critical SuccessBreach sealed; section can be repressurized
SuccessBreach partially sealed; -2 to Reflex saves vs. decompression
FailureBreach not sealed
Critical FailureBreach widens; additional section exposed

Power Core Breaches

When the power core takes a critical hit while already wrecked:

3-Round Countdown

The crew has 3 rounds to prevent meltdown.

Round 1: Warning klaxons; crew can begin evacuation
Round 2: Core containment failing; 2d6 fire damage to engineering section
Round 3: Final chance to stabilize

Stabilization Attempt

Crafting DC: Master DC 30

ResultEffect
Critical SuccessCore stabilized; reduced to Malfunctioning
SuccessCore stabilized; remains Wrecked but stable
FailureCore must be ejected (ship stranded) or ship explodes
Critical FailureImmediate explosion; all crew take 10d6 fire damage

Core Ejection

If the core cannot be stabilized, it can be ejected.

Crafting DC: Expert DC 20

ResultEffect
SuccessCore ejected safely; ship loses all power
FailureEjection delayed 1 round; retry possible
Critical FailureEjection mechanism jammed; explosion imminent

Surrender

Offering Surrender

The captain can offer surrender at any time.

Diplomacy DC: Opponent captain's Perception DC

ResultEffect
Critical SuccessSurrender accepted; favorable terms negotiated
SuccessSurrender accepted; standard terms
FailureSurrender rejected; combat continues
Critical FailureSurrender rejected; opponent gains +1 morale

Accepting Surrender

When an enemy offers surrender, the captain decides whether to accept.

Accepting surrender typically means:

  • Combat ends immediately
  • Surrendering ship is disabled and boarded
  • Crew becomes prisoners
  • Ship and cargo can be claimed as salvage

Escape

Standard Escape

Ships can attempt to flee combat by moving beyond sensor range.

Flight DC: Trained DC 15 (contested by opponent's Sensors check)

ResultEffect
Critical SuccessEscape successfully; cannot be pursued this scene
SuccessEscape successfully; opponent may initiate chase
FailureEscape fails; opponent may take attack of opportunity
Critical FailureEscape fails; opponent gains free action

Emergency Drift Jump

A desperate ship can attempt to jump to the Drift while in combat.

Piloting DC: Master DC 30
Time: 3 rounds of preparation

Hazards:

  • Roll on Drift Complications table (see Drift Travel)
  • Ship may arrive at random destination
  • Engine may be damaged

DRIFT TRAVEL

The Drift is a plane of transitive existence used for faster-than-light travel.

Drift Engine Ratings

EngineRatingMax SizeBP Cost
Signal Basic1Any2 × size
Signal Booster2Any4 × size
Signal Major3Huge6 × size
Signal Superior4Large8 × size
Signal Ultra5Medium10 × size

Size multiplier: Tiny=1, Small=2, Medium=3, Large=4, Huge=5, Gargantuan=6, Colossal=8, Supercolossal=10

Travel Time Calculation

Travel Time = Base Time ÷ Engine Rating

DestinationBase TimeEncounter Chance
In-System (same star)1d6 days1% per day
Absalom Station (via Starstone)1d6 daysSpecial
Near Space3d6 days5% per day
The Vast5d6 days10% per day

Drift Beacons

Drift beacons provide reliable navigation points.

  • Starstone (Absalom Station): Always 1d6 days ÷ rating; no complications
  • Major Beacon: Reduce travel time by 1d6 days (minimum 1 day)
  • Minor Beacon: Reduce encounter chance by half

Drift Lanes

Established routes with predictable travel.

Base Time: 7 days ÷ engine rating
Piloting DC: Trained DC 15 to access

ResultEffect
Critical SuccessTravel time reduced by 1 day
SuccessNormal travel time
FailureTravel time increased by 1d4 days
Critical FailureMiss the lane; use standard travel time

Drift Navigation

Before entering the Drift, the pilot must plot a course.

Piloting DC: Trained DC 15 (familiar), Expert DC 20 (unfamiliar), Master DC 25 (uncharted)

ResultEffect
Critical SuccessPerfect course; reduce travel time by 1 day
SuccessSuccessful navigation
FailureLost in Drift; +1d6 days travel time
Critical FailureSeverely lost; +2d6 days and roll on Complications table

Drift Complications (d20)

RollComplication
1-5Drift creatures attack (use encounter rules)
6-8Planar fragment collision; 4d6 damage
9-11Navigation error; arrive 1d6 hexes off-target
12-14Time dilation; 1d4 extra days pass in real space
15-17Engine strain; Drift engine becomes Glitching
18-19Pulled into planar fragment; must escape
20Arrive at wrong destination entirely

Alternative FTL Drives

Some ships use non-Drift faster-than-light travel.

DriveIn-SystemIn-GalaxySpecial
Archon Drive1d6 days2d6 daysHoly; undead take damage aboard
Chaos Sail1d4 daysVariableUnpredictable arrival times
Elemental Engine1d6 days3d6 daysRequires elemental fuel
Helldrive1d4 days2d6 daysAttracts fiends
Shadow Engine1d6 days4d6 daysShip invisible during travel
Planar Aperture1 hour1d6 daysCreates temporary portals

NON-COMBAT OPERATIONS

Plotting a Course

Piloting Check (10 minutes):

DestinationDC
FamiliarTrained DC 15
ChartedExpert DC 20
UnchartedMaster DC 30
ResultEffect
Critical SuccessReduce travel time by 10%
SuccessSuccessful course plotted
FailureCourse plotted but +10% travel time
Critical FailureUnaware of error; serious complications en route

Manage Course (Downtime)

During long journeys, crew can attempt to improve travel time.

Piloting DC: Course DC + 5
Time: 8 hours

ResultEffect
Critical SuccessReduce remaining travel time by 12 hours
SuccessReduce remaining travel time by 6 hours
FailureNo improvement
Critical FailureNavigation error; +6 hours travel time

Maintenance & Repair

Routine Maintenance

Ships require regular maintenance to prevent system degradation.

Frequency: Every 30 days of operation
Crafting DC: Trained DC 15
Time: 8 hours

ResultEffect
Critical SuccessShip gains +1 status bonus to all checks for 7 days
SuccessShip maintained normally
FailureShip takes -1 status penalty until maintained
Critical FailureRandom system becomes Glitching

Hull Repairs

Repair TypeDCTimeCost
Minor (1-10 HP)Trained DC 151 hour10 UPB/HP
Moderate (11-30 HP)Expert DC 204 hours10 UPB/HP
Major (31+ HP)Expert DC 208 hours15 UPB/HP

Reducing Costs: For every 5 you exceed the DC, reduce cost or time by 25% (minimum 25% of original).

Critical Damage Repairs

ConditionDCTimeCost
GlitchingTrained DC 1510 min50 UPB
MalfunctioningExpert DC 201 hour100 UPB
WreckedMaster DC 304 hours250 UPB

Professional Repairs

At a shipyard, repairs take half time but cost 150% normal UPB.


Trading & Cargo

Cargo Capacity

Each unfilled expansion bay can hold approximately 25 tons of cargo.

Find Cargo

Diplomacy or Society DC: Trained DC 15 + settlement level

ResultEffect
Critical SuccessFind 2d4 cargo lots at 75% base price
SuccessFind 1d4 cargo lots at base price
FailureFind 1d4-2 cargo lots (minimum 0) at base price
Critical FailureNo cargo available; -2 to future attempts here

Cargo Lots

Each lot is approximately 10 tons and has a base price in BP.

Cargo TypeBP/LotNotes
Raw Materials1Common, low profit
Foodstuffs2Perishable
Consumer Goods3Standard trade
Industrial Equipment4Heavy
Luxury Goods5High profit, high risk
Weapons5May be illegal
Pharmaceuticals6Regulated
Rare Materials8Uncommon availability
Illegal GoodsVariesSee Smuggling

Sell Cargo

Diplomacy DC: Trained DC 15 + settlement level

ResultEffect
Critical SuccessSell at 150% base price
SuccessSell at base price
FailureSell at 75% base price
Critical FailureCannot sell here; cargo seized if illegal

Smuggling

Smuggler Compartments

Hidden cargo spaces that avoid detection.

CompartmentCapacityDetection DCBP
Basic5 tons203
Improved10 tons256
Superior10 tons3010
Elite15 tons3515

Concealing Cargo

Deception DC: Trained DC 15

ResultEffect
Critical SuccessCargo concealed; +5 to compartment's Detection DC
SuccessCargo concealed normally
FailureCargo concealed but suspicious; inspectors gain +2
Critical FailureCargo not properly concealed; -5 to Detection DC

Customs Inspection

When authorities inspect your ship:

Perception (Physical) or Computers (Scan) vs. Compartment Detection DC

Inspector ResultEffect
Critical SuccessCompartment found; cargo seized; crew arrested
SuccessCompartment found; cargo seized
FailureInspection passed
Critical FailureInspection passed; -5 to future inspections at this port

Salvage

Disabled Ships

Ships at 0 HP can be salvaged for parts.

Salvage Value: 25% of original BP value

Destroyed Ships

Ships reduced below 0 HP may have salvageable components.

Salvage Check (Crafting): Expert DC 20

ResultEffect
Critical SuccessRecover 15% of original BP value
SuccessRecover 10% of original BP value
FailureRecover 5% of original BP value
Critical FailureNo salvageable materials

Salvage Time

Time: 1 hour per 10 BP of original ship value


Starship Services

Refitting

Changing ship systems at a friendly spaceport.

Time: 1d4 days per system changed
Cost: Standard BP cost for new parts; 10% of old parts' BP recovered

Drydock

Major overhauls and frame modifications.

Time: 1d4 weeks + 1 week per 20 BP of work
Cost: Standard BP + 20% service fee

Resupply

Ammunition, consumables, and life support replenishment.

Time: 1 hour
Cost: 1 UPB per day of expected operation


STARSHIP-SCALE CREATURES

Some creatures are large enough to engage in starship combat.

Creature Tier

Starship-scale creatures have a tier equivalent to their level for combat purposes.

Creature Tier = Creature Level ÷ 2 (round up)

Building Starship-Scale Creatures

Use standard creature statistics with the following additions:

Size Conversion

Creature SizeStarship SizeHP Multiplier
GargantuanTiny×2
ColossalSmall×3
Colossal+Medium×5
TitanicLarge×8
KaijuHuge+×10

Creature Starship Statistics

StatisticCalculation
AC10 + (Level ÷ 2) + natural armor
TL10 + (Level ÷ 4) + special defenses
SpeedCreature fly speed ÷ 50 (minimum 2)
DamageNatural attack damage × 2
HPBase HP × size multiplier

Special Abilities

Creatures may have abilities that translate to starship combat:

AbilityStarship Effect
Breath WeaponDirect-fire weapon (range = 1/10 original)
Swallow WholeCan attempt to capture Tiny ships
RegenerationRegain HP equal to regeneration × 5 per round
Damage ResistanceActs as Damage Threshold
Spell-Like AbilitiesMay function as ship systems or weapons
Void AdaptationCan survive and maneuver in vacuum

Sample Starship-Scale Creature

Void Kraken (Level 14 / Tier 7)

StatValue
SizeLarge (Titanic creature)
AC17
TL14
Speed4
HP180
DT5

Attacks:

  • Tentacle Slam: +18 vs. AC, 4d10 damage, Grapple on hit
  • Ink Cloud: Creates nebula effect in 3×3 hex area
  • Void Scream: +16 vs. TL of all ships within 5 hexes; on hit, crew is Frightened 1

Special:

  • Void Adaptation: Immune to vacuum and radiation
  • Regeneration 10: Regains 50 HP per round unless damaged by fire
  • Swallow Ship: Can swallow Tiny ships whole (escape DC 25)

This supplement is a fan work and is not affiliated with Paizo Inc.Starfinder is a registered trademark of Paizo Inc.