ADDITIONAL STARSHIP RULES
Starfinder 2nd Edition Compatible Supplement
Supplementary rules covering subsystems not included in Starships Revised 2E
Quick References Available:
- For starship combat: Starship Combat Quick Reference
- For fleet/squadron rules: Fleet Quick Reference
- For starship components: Starship Catalog
TABLE OF CONTENTS
- Boarding Actions
- Starship Chase Rules
- Squadron Rules
- Armada Rules (Fleet Combat)
- Environmental Hazards
- Disabled Ships, Surrender & Escape
- Drift Travel
- Non-Combat Operations
- 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 Complement | Modifier |
|---|---|
| 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 Type | Modifier |
|---|---|
| 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
| Result | Effect |
|---|---|
| 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 Failure | No bonus; you take 2d6 damage from defensive countermeasures |
Lead Defense
You coordinate your crew's defense against boarders.
Leadership DC: Expert DC 20
| Result | Effect |
|---|---|
| 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.
| Result | Effect |
|---|---|
| Critical Success | Boarding party takes control of one ship system; defender crew takes 4d6 damage |
| Success | Boarding party establishes foothold; can attempt to take control next round |
| Failure | Boarding party is repelled; takes 2d6 damage |
| Critical Failure | Boarding 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.
| System | BR Bonus | BP Cost | Special |
|---|---|---|---|
| Basic Locks | +1 | 1 | — |
| Biometric Locks | +2 | 3 | DC 25 to bypass |
| Anti-Personnel Turrets | +2 | 5 | Deal 2d6 damage to failed boarders |
| Shock Grid | +3 | 8 | Deal 3d6 electricity on failed boarding |
| Automated Defenders | +4 | 12 | Deploy robots (level = ship level - 2) |
| Maze Protocol | +2 | 4 | Boarders 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
- GM Presents Obstacle (optional): An environmental challenge the fleeing/pursuing ship must overcome
- Crew Takes Actions: Each crew member attempts their chase action
- Track Results: Record successes and failures
Chase Actions
Pilot Actions
Navigate Hazard
Attempt to safely pass through an obstacle.
Flight DC: Set by GM (typically Trained DC 15 to Master DC 30)
| Result | Effect |
|---|---|
| Critical Success | Pass obstacle; +1 additional success |
| Success | Pass obstacle safely |
| Failure | Ship takes 1 hit |
| Critical Failure | Ship takes 2 hits; obstacle persists |
Outmaneuver
Gain positional advantage over your opponent.
Flight DC: Opponent's Piloting DC
| Result | Effect |
|---|---|
| Critical Success | +2 successes this round |
| Success | +1 success this round |
| Failure | No effect |
| Critical Failure | Opponent gains +1 success |
Speed Up
Push the engines to gain ground.
Flight DC: Expert DC 20
PCU Cost: 5
| Result | Effect |
|---|---|
| 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 Failure | Engines become Glitching |
Engineer Actions
Boost Engines
Divert extra power to propulsion.
Power Core DC: Trained DC 15
PCU Cost: 3
| Result | Effect |
|---|---|
| Critical 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 |
Emergency Repairs
Fix damage sustained during the chase.
Repair DC: Based on system condition (see Starships Revised)
| Result | Effect |
|---|---|
| Critical Success | Remove 2 hits from ship |
| Success | Remove 1 hit from ship |
| Failure | No effect |
| Critical Failure | Ship takes 1 additional hit |
Science Officer Actions
Find Shortcut
Scan for routes that provide advantage.
Sensors DC: Expert DC 20
| Result | Effect |
|---|---|
| Critical Success | +2 successes; reveal opponent's planned route |
| Success | +1 success |
| Failure | No effect |
| Critical Failure | -1 success (bad route data) |
Jam Sensors
Interfere with opponent's ability to track you.
Sensors DC: Opponent's TL
| Result | Effect |
|---|---|
| Critical 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 |
Gunner Actions
Covering Fire
Lay down suppressive fire to discourage pursuit.
Gunnery DC: Opponent's AC
PCU Cost: Weapon cost
| Result | Effect |
|---|---|
| Critical Success | Opponent loses 1 success; takes 1 hit |
| Success | Opponent loses 1 success |
| Failure | No effect |
| Critical Failure | Weapon 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
| Result | Effect |
|---|---|
| Critical Success | Opponent's engines become Malfunctioning |
| Success | Opponent's engines become Glitching |
| Failure | No effect |
| Critical Failure | Your weapon becomes Glitching |
Captain Actions
Coordinate Escape/Pursuit
Direct your crew's efforts.
Leadership DC: Trained DC 15
| Result | Effect |
|---|---|
| Critical 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 |
Chase Obstacles
The GM may introduce obstacles each round. Sample obstacles:
| Obstacle | Navigation DC | Failure Effect |
|---|---|---|
| Debris Field | 15 | 1 hit, reduce speed |
| Asteroid Belt | 20 | 2 hits |
| Nebula Cloud | 18 | Sensors Glitching |
| Gravity Well | 22 | Pulled off course; lose 1 success |
| Hostile Fire | 20 | 1 hit per failure degree |
| Space-Time Anomaly | 25 | Random system becomes Malfunctioning |
| Solar Flare | 20 | 2 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
| Size | Maximum Hits |
|---|---|
| Tiny | 4 |
| Small | 5 |
| Medium | 6 |
| Large | 7 |
| Huge | 8 |
| Gargantuan | 10 |
| Colossal+ | 12 |
If a ship reaches its hit limit, the chase ends immediately with that ship's defeat.
Outcome by Success Count
| Total Successes | Pursuer Result | Quarry Result |
|---|---|---|
| 0-1 | Complete failure | Captured/destroyed |
| 2-3 | Moderate failure; 50% SP/HP lost | Damaged escape; 50% SP/HP lost |
| 4-5 | Partial success; 25% SP/HP lost | Clean escape; 25% SP/HP lost |
| 6+ | Complete success; minimal damage | Perfect 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
| Result | Effect |
|---|---|
| Critical 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 |
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
| Result | Effect |
|---|---|
| Critical 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 |
Intercept
You attempt to destroy or deflect a tracking weapon targeting an ally.
Flight DC: Trained DC 15 + tracking weapon's speed
| Result | Effect |
|---|---|
| Critical 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 |
Formation Flying
You maintain tight formation with your squadron.
Flight DC: Trained DC 15
| Result | Effect |
|---|---|
| Critical 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 |
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
| Result | Effect |
|---|---|
| Critical Success | No damage; safely eject |
| Success | Half damage; safely eject |
| Failure | Full damage; eject into space |
| Critical Failure | Double 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:
| Statistic | Description |
|---|---|
| Size | Number of ships in the fleet (affects HP) |
| Speed | Hexes moved per round |
| Maneuverability | Turning capability |
| AC | Defense against attacks |
| Damage | Base damage dealt |
| Range | Short/Long/Extreme with 0/-2/-4 penalties |
| HP | Fleet hit points (size × 10) |
| Morale | Fleet's willingness to fight |
Sample Fleet Types
| Fleet Type | Size | Speed | AC | Damage | Range | BP |
|---|---|---|---|---|---|---|
| Fighter Wing | 12 | 6 | 16 | 2d6 | 4/8/12 | 30 |
| Patrol Group | 6 | 4 | 14 | 3d6 | 6/12/18 | 45 |
| Battle Line | 4 | 3 | 12 | 4d8 | 8/16/24 | 70 |
| Carrier Group | 3 | 2 | 10 | 3d8 + fighters | 6/12/18 | 90 |
| Dreadnought Force | 2 | 2 | 8 | 6d10 | 10/20/30 | 120 |
Armada Officer Roles
Admiral
Commands the entire armada. Can issue orders affecting any fleet.
Unique Action - Grand Strategy:
Leadership DC: Master DC 30
| Result | Effect |
|---|---|
| Critical 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 |
Commander
Leads a specific fleet.
Unique Action - Rally the Fleet:
Leadership DC: Expert DC 20
| Result | Effect |
|---|---|
| Critical 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 |
Chief Engineer
Coordinates repairs across the fleet.
Unique Action - Fleet Repairs:
Repair DC: Expert DC 20
| Result | Effect |
|---|---|
| Critical 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 |
Chief Technician
Manages fleet sensor networks and communications.
Unique Action - Coordinate Targeting:
Sensors DC: Expert DC 20
| Result | Effect |
|---|---|
| Critical 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 |
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
| State | Effect |
|---|---|
| Emboldened | +2 status bonus to all fleet checks |
| Steady | Normal operation |
| Shaken | -2 status penalty to all fleet checks |
| Routed | Fleet 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
| Result | Effect |
|---|---|
| Critical Success | Fleet becomes Steady |
| Success | Fleet becomes Shaken |
| Failure | Fleet continues routing |
| Critical Failure | Fleet 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:
| Ability | Effect | BP Cost |
|---|---|---|
| Bombers | +2d6 damage vs. capital ships | +10 |
| Carriers | Deploy fighter screens; +2 AC | +15 |
| Damage Threshold | Ignore first 5 damage per attack | +10 |
| EMP Array | Can disable enemy systems instead of dealing damage | +20 |
| Flagship | Commander can use two actions per round | +25 |
| Gravity Mines | Create 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)
| Result | Effect |
|---|---|
| Critical Success | Navigate safely; can use asteroid as cover |
| Success | Navigate safely |
| Failure | Take 4d6 bludgeoning damage; facing changes randomly |
| Critical Failure | Take 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
| Variant | Modification |
|---|---|
| Comet | Trailing debris tail deals 2d6 damage to ships passing behind |
| Magma Asteroid | Cracking releases magma; 4d8 fire damage on collision |
| Massive Asteroid | Impassable; can be used as terrain feature |
| Ice Asteroid | Creates 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
| Type | Additional Effect |
|---|---|
| Corrosive Gas | Ships inside take 2d6 acid damage per round (ignores DT) |
| Electrical Storm | Ships entering must save vs. 3d6 electricity damage |
| Radioactive | Ships inside exposed to Medium radiation |
| Dark Nebula | No visibility beyond 1 hex; 50% miss chance |
| Sensor Ghost | Creates 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.
| Source | Range | Pull |
|---|---|---|
| Planet | 5 hexes | 1 hex/round |
| Gas Giant | 8 hexes | 2 hexes/round |
| Star | 15 hexes | 1 hex/round |
| Black Hole | 20 hexes | 3 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:
| Distance | Damage/Round |
|---|---|
| 10+ hexes | 1d6 |
| 5-9 hexes | 5d6 |
| 2-4 hexes | 10d6 |
| 1 hex | 20d6 |
| Same hex | Instant 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
- Pressure Drop: All creatures in the affected section take 3d6 bludgeoning damage
- Decompression: DC 18 Reflex save or be pulled toward the breach
- Vacuum Exposure: Creatures without protection begin suffocating
Sealing the Breach
Crafting DC: Expert DC 20
Time: 1 action
| Result | Effect |
|---|---|
| Critical Success | Breach sealed; section can be repressurized |
| Success | Breach partially sealed; -2 to Reflex saves vs. decompression |
| Failure | Breach not sealed |
| Critical Failure | Breach 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
| Result | Effect |
|---|---|
| Critical Success | Core stabilized; reduced to Malfunctioning |
| Success | Core stabilized; remains Wrecked but stable |
| Failure | Core must be ejected (ship stranded) or ship explodes |
| Critical Failure | Immediate explosion; all crew take 10d6 fire damage |
Core Ejection
If the core cannot be stabilized, it can be ejected.
Crafting DC: Expert DC 20
| Result | Effect |
|---|---|
| Success | Core ejected safely; ship loses all power |
| Failure | Ejection delayed 1 round; retry possible |
| Critical Failure | Ejection mechanism jammed; explosion imminent |
Surrender
Offering Surrender
The captain can offer surrender at any time.
Diplomacy DC: Opponent captain's Perception DC
| Result | Effect |
|---|---|
| Critical Success | Surrender accepted; favorable terms negotiated |
| Success | Surrender accepted; standard terms |
| Failure | Surrender rejected; combat continues |
| Critical Failure | Surrender 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)
| Result | Effect |
|---|---|
| Critical 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 |
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
| Engine | Rating | Max Size | BP Cost |
|---|---|---|---|
| Signal Basic | 1 | Any | 2 × size |
| Signal Booster | 2 | Any | 4 × size |
| Signal Major | 3 | Huge | 6 × size |
| Signal Superior | 4 | Large | 8 × size |
| Signal Ultra | 5 | Medium | 10 × 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
| Destination | Base Time | Encounter Chance |
|---|---|---|
| In-System (same star) | 1d6 days | 1% per day |
| Absalom Station (via Starstone) | 1d6 days | Special |
| Near Space | 3d6 days | 5% per day |
| The Vast | 5d6 days | 10% 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
| Result | Effect |
|---|---|
| Critical Success | Travel time reduced by 1 day |
| Success | Normal travel time |
| Failure | Travel time increased by 1d4 days |
| Critical Failure | Miss 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)
| Result | Effect |
|---|---|
| Critical Success | Perfect course; reduce travel time by 1 day |
| Success | Successful navigation |
| Failure | Lost in Drift; +1d6 days travel time |
| Critical Failure | Severely lost; +2d6 days and roll on Complications table |
Drift Complications (d20)
| Roll | Complication |
|---|---|
| 1-5 | Drift creatures attack (use encounter rules) |
| 6-8 | Planar fragment collision; 4d6 damage |
| 9-11 | Navigation error; arrive 1d6 hexes off-target |
| 12-14 | Time dilation; 1d4 extra days pass in real space |
| 15-17 | Engine strain; Drift engine becomes Glitching |
| 18-19 | Pulled into planar fragment; must escape |
| 20 | Arrive at wrong destination entirely |
Alternative FTL Drives
Some ships use non-Drift faster-than-light travel.
| Drive | In-System | In-Galaxy | Special |
|---|---|---|---|
| Archon Drive | 1d6 days | 2d6 days | Holy; undead take damage aboard |
| Chaos Sail | 1d4 days | Variable | Unpredictable arrival times |
| Elemental Engine | 1d6 days | 3d6 days | Requires elemental fuel |
| Helldrive | 1d4 days | 2d6 days | Attracts fiends |
| Shadow Engine | 1d6 days | 4d6 days | Ship invisible during travel |
| Planar Aperture | 1 hour | 1d6 days | Creates temporary portals |
NON-COMBAT OPERATIONS
Navigation & Astrogation
Plotting a Course
Piloting Check (10 minutes):
| Destination | DC |
|---|---|
| Familiar | Trained DC 15 |
| Charted | Expert DC 20 |
| Uncharted | Master DC 30 |
| Result | Effect |
|---|---|
| Critical Success | Reduce travel time by 10% |
| Success | Successful course plotted |
| Failure | Course plotted but +10% travel time |
| Critical Failure | Unaware 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
| Result | Effect |
|---|---|
| Critical Success | Reduce remaining travel time by 12 hours |
| Success | Reduce remaining travel time by 6 hours |
| Failure | No improvement |
| Critical Failure | Navigation 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
| Result | Effect |
|---|---|
| Critical Success | Ship gains +1 status bonus to all checks for 7 days |
| Success | Ship maintained normally |
| Failure | Ship takes -1 status penalty until maintained |
| Critical Failure | Random system becomes Glitching |
Hull Repairs
| Repair Type | DC | Time | Cost |
|---|---|---|---|
| Minor (1-10 HP) | Trained DC 15 | 1 hour | 10 UPB/HP |
| Moderate (11-30 HP) | Expert DC 20 | 4 hours | 10 UPB/HP |
| Major (31+ HP) | Expert DC 20 | 8 hours | 15 UPB/HP |
Reducing Costs: For every 5 you exceed the DC, reduce cost or time by 25% (minimum 25% of original).
Critical Damage Repairs
| Condition | DC | Time | Cost |
|---|---|---|---|
| Glitching | Trained DC 15 | 10 min | 50 UPB |
| Malfunctioning | Expert DC 20 | 1 hour | 100 UPB |
| Wrecked | Master DC 30 | 4 hours | 250 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
| Result | Effect |
|---|---|
| Critical Success | Find 2d4 cargo lots at 75% base price |
| Success | Find 1d4 cargo lots at base price |
| Failure | Find 1d4-2 cargo lots (minimum 0) at base price |
| Critical Failure | No cargo available; -2 to future attempts here |
Cargo Lots
Each lot is approximately 10 tons and has a base price in BP.
| Cargo Type | BP/Lot | Notes |
|---|---|---|
| Raw Materials | 1 | Common, low profit |
| Foodstuffs | 2 | Perishable |
| Consumer Goods | 3 | Standard trade |
| Industrial Equipment | 4 | Heavy |
| Luxury Goods | 5 | High profit, high risk |
| Weapons | 5 | May be illegal |
| Pharmaceuticals | 6 | Regulated |
| Rare Materials | 8 | Uncommon availability |
| Illegal Goods | Varies | See Smuggling |
Sell Cargo
Diplomacy DC: Trained DC 15 + settlement level
| Result | Effect |
|---|---|
| Critical Success | Sell at 150% base price |
| Success | Sell at base price |
| Failure | Sell at 75% base price |
| Critical Failure | Cannot sell here; cargo seized if illegal |
Smuggling
Smuggler Compartments
Hidden cargo spaces that avoid detection.
| Compartment | Capacity | Detection DC | BP |
|---|---|---|---|
| Basic | 5 tons | 20 | 3 |
| Improved | 10 tons | 25 | 6 |
| Superior | 10 tons | 30 | 10 |
| Elite | 15 tons | 35 | 15 |
Concealing Cargo
Deception DC: Trained DC 15
| Result | Effect |
|---|---|
| Critical Success | Cargo concealed; +5 to compartment's Detection DC |
| Success | Cargo concealed normally |
| Failure | Cargo concealed but suspicious; inspectors gain +2 |
| Critical Failure | Cargo not properly concealed; -5 to Detection DC |
Customs Inspection
When authorities inspect your ship:
Perception (Physical) or Computers (Scan) vs. Compartment Detection DC
| Inspector Result | Effect |
|---|---|
| Critical Success | Compartment found; cargo seized; crew arrested |
| Success | Compartment found; cargo seized |
| Failure | Inspection passed |
| Critical Failure | Inspection 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
| Result | Effect |
|---|---|
| Critical Success | Recover 15% of original BP value |
| Success | Recover 10% of original BP value |
| Failure | Recover 5% of original BP value |
| Critical Failure | No 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 Size | Starship Size | HP Multiplier |
|---|---|---|
| Gargantuan | Tiny | ×2 |
| Colossal | Small | ×3 |
| Colossal+ | Medium | ×5 |
| Titanic | Large | ×8 |
| Kaiju | Huge+ | ×10 |
Creature Starship Statistics
| Statistic | Calculation |
|---|---|
| AC | 10 + (Level ÷ 2) + natural armor |
| TL | 10 + (Level ÷ 4) + special defenses |
| Speed | Creature fly speed ÷ 50 (minimum 2) |
| Damage | Natural attack damage × 2 |
| HP | Base HP × size multiplier |
Special Abilities
Creatures may have abilities that translate to starship combat:
| Ability | Starship Effect |
|---|---|
| Breath Weapon | Direct-fire weapon (range = 1/10 original) |
| Swallow Whole | Can attempt to capture Tiny ships |
| Regeneration | Regain HP equal to regeneration × 5 per round |
| Damage Resistance | Acts as Damage Threshold |
| Spell-Like Abilities | May function as ship systems or weapons |
| Void Adaptation | Can survive and maneuver in vacuum |
Sample Starship-Scale Creature
Void Kraken (Level 14 / Tier 7)
| Stat | Value |
|---|---|
| Size | Large (Titanic creature) |
| AC | 17 |
| TL | 14 |
| Speed | 4 |
| HP | 180 |
| DT | 5 |
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.
