FLEET TACTICS & MENTAL COMBAT
Starfinder 2nd Edition / Pathfinder 2nd Edition
Adapted from PF2E Warfare Rules & SF1E Mindscapes
Advanced rules for fleet-scale combat and neural/virtual reality encounters
IMPORTANT: Module Implementation Note
The Fleet Tactics section (Part 1) describes an alternative PF2E Warfare-based system that is NOT implemented in the pf2e-starships module. The FleetActorSheet uses a different system.
For module-compatible fleet rules, see:
- Fleet Quick Reference (implemented system)
- Additional Starship Rules → Armada Rules section
Part 2: Neural & Virtual Combat (Mindscapes) is reference material for GM use.
TABLE OF CONTENTS
PART 1: FLEET TACTICS
- Fleet Stat Blocks
- Fleet Types & Doctrines
- Fleet Encounter Structure
- War Actions
- Tactical Actions
- Fleet Conditions
- Fleet Consumption & Logistics
- Fortifications & Space Stations
- Character Involvement
PART 2: NEURAL & VIRTUAL COMBAT
- Mindscape Types
- Mental Avatar Rules
- Neural Combat Structure
- Mindscape Traits
- Virtual Environment Hazards
- AI & Digital Entities
- Breaking Mental Constructs
PART 1: FLEET TACTICS
Large-scale space battles involving multiple capital ships, squadrons, and space stations require abstracted combat rules. These Fleet Tactics rules adapt PF2E's Warfare system to SF2E/PF2E starship combat, allowing for epic confrontations without tracking individual ship positions.
1. FLEET STAT BLOCKS
Fleets represent organized groups of starships operating under unified command. Each fleet has simplified statistics compared to individual ships.
Core Fleet Statistics
| Statistic | Description |
|---|---|
| Level | The fleet's effective level for determining combat statistics |
| Size | Number of ships in the fleet (affects HP and combat capacity) |
| Type | Fighter Wing, Cruiser Squadron, Battleship Line, or Carrier Group |
| AC | Defense against ranged strikes |
| Saves | Maneuver (pilot skill) and Morale (crew discipline) |
| HP | Hull Points with Rout Threshold (typically half max HP) |
| Strikes | Weapons fire: Beam (melee-range), Projectile (ranged, 5 uses/encounter) |
| Scouting | Sensor arrays used for initiative |
| Recruitment DC | Difficulty to recruit or requisition the fleet |
| Consumption | Resources required during Upkeep phase (fuel, crew supplies, ammunition) |
Basic Fleets by Level
| Level | Scouting | DC | AC | High Save | Low Save | Attack | Max Doctrines | Consumption |
|---|---|---|---|---|---|---|---|---|
| 1 | +7 | 15 | 16 | +10 | +4 | +9 | 1 | 1 |
| 4 | +11 | 19 | 21 | +14 | +8 | +14 | 2 | 2 |
| 8 | +16 | 24 | 27 | +19 | +13 | +20 | 3 | 3 |
| 12 | +22 | 30 | 33 | +25 | +19 | +26 | 4 | 4 |
| 16 | +28 | 35 | 39 | +30 | +25 | +32 | 5 | 5 |
| 20 | +33 | 40 | 45 | +36 | +30 | +38 | 6 | 6 |
Damage
- Standard Hit: 1 HP damage
- Critical Hit: 2 HP damage
Fleet Size Categories
| Size Category | Ship Count | HP Multiplier | Notes |
|---|---|---|---|
| Squadron | 3-6 | ×1 | Basic operational unit |
| Wing | 7-12 | ×1.5 | Multiple squadrons |
| Group | 13-24 | ×2 | Battle group formation |
| Line | 25-48 | ×3 | Major fleet element |
| Armada | 49+ | ×4 | Full battle fleet |
2. FLEET TYPES & DOCTRINES
Fleet Types
Fighter Wing
Profile: Highly mobile strike craft, excellent for harassment and interception.
Characteristics:
- High speed and maneuverability
- Low armor and hull integrity
- Limited endurance (high consumption)
- Effective against other fighters and bombers
Special Ability - Intercept: Can make opportunity attacks against enemy fleets attempting to disengage.
Cruiser Squadron
Profile: Balanced warships capable of independent operations.
Characteristics:
- Moderate speed and armor
- Versatile weapons loadout
- Good endurance
- Effective all-around combatants
Special Ability - Versatility: Gain +1 status bonus to one type of strike per encounter (chosen at start of encounter).
Battleship Line
Profile: Heavy capital ships designed for sustained combat.
Characteristics:
- Low speed, high armor
- Devastating firepower
- Excellent endurance
- Core of any battle fleet
Special Ability - Broadside: When using Battle action, deal +1 HP damage on hits.
Carrier Group
Profile: Mobile airbases deploying fighter wings.
Characteristics:
- Moderate speed, moderate armor
- Limited direct firepower
- Can deploy subordinate fighter wings
- Force multiplier
Special Ability - Launch Fighters: Can deploy up to 2 subordinate Fighter Wing fleets (level = carrier level - 2) once per encounter. These wings act independently but share the carrier's morale.
Fleet Doctrines
Doctrines represent tactical training and strategic approaches. Fleets can know a number of doctrines equal to their Max Doctrines (see table). Using a doctrine is a Tactical Action.
Assault Pattern Alpha
Type: Offensive Doctrine Action Cost: Tactical Action Effect: Your fleet gains +2 status bonus to attack rolls but takes -2 status penalty to AC until your next turn.
Defensive Screen
Type: Defensive Doctrine Action Cost: Tactical Action Effect: Your fleet gains +2 status bonus to AC and can use reactions to intercept attacks against adjacent allied fleets (grant +1 circumstance bonus to ally's AC).
Sensor Lock
Type: Support Doctrine Action Cost: Tactical Action Requirement: Science Officer present Effect: Choose one enemy fleet. All allied fleets gain +2 circumstance bonus to attacks against that fleet until your next turn.
Emergency Repairs
Type: Support Doctrine Action Cost: Tactical Action Requirement: Chief Engineer present Effect: Remove shaken 1 condition or restore 1 HP to your fleet.
Rapid Redeployment
Type: Tactical Doctrine Action Cost: Tactical Action Effect: Your fleet can Advance or Retreat twice with a single War Action this turn.
Holding Action
Type: Defensive Doctrine Action Cost: Tactical Action Effect: Your fleet becomes Fortified. You cannot use Maneuver actions but gain +4 status bonus to AC and Morale checks until you move.
Flanking Maneuver
Type: Tactical Doctrine Action Cost: Tactical Action Requirement: Fleet must be Near or Engaged with enemy Effect: Make a Maneuver check (DC = target's Maneuver DC). On success, enemy fleet becomes Outflanked by your fleet until end of next round.
All Power to Weapons
Type: Offensive Doctrine Action Cost: Tactical Action Effect: Your fleet's next attack deals double damage on a hit (2 HP normal, 4 HP critical) but your fleet becomes Exposed (enemy attacks gain +2 circumstance bonus) until your next turn.
3. FLEET ENCOUNTER STRUCTURE
Fleet encounters follow a structured approach similar to PF2E's mass combat system.
Step 1: Roll Initiative
All fleets make Scouting checks to determine turn order. PCs may use their personal Computers (sensors) or Piloting skill if higher.
Step 2: Play a Round
Each fleet takes 3 war actions per turn. Fleets can also use Tactical Actions (doctrines) and Reactions.
Step 3: Check for Routs
At the end of each round, fleets at or below their Rout Threshold must attempt Morale checks.
Morale Check DC: Highest enemy Morale DC
| Result | Effect |
|---|---|
| Critical Success | Fleet no longer needs to check for routs this encounter |
| Success | Fleet maintains morale |
| Failure | Fleet gains shaken 1 (or increases shaken by 1) |
| Critical Failure | Fleet becomes routed |
Step 4: Begin Next Round
Continue until one side is defeated, routed, or surrenders.
Step 5: End Encounter
Resolve victory/defeat outcomes.
Victory (All enemy fleets defeated or routed):
- Restore 1 HP to every damaged friendly fleet
- Gain Fame/Infamy bonus (if using Kingdom/Charter rules)
- Reduce Unrest by 1 (if applicable)
- May claim enemy ships as salvage
Defeat (All friendly fleets defeated or routed):
- Each participating fleet increases shaken or weary by 2
- Gain 1d4 Unrest (if applicable)
- Lose strategic objective
- May need to negotiate surrender or retreat
4. WAR ACTIONS
Each fleet can take 3 war actions per turn. These represent large-scale maneuvers and attacks.
Advance
Requirements: None Effect: Move your fleet from Distant to Near, or from Near to Engaged with an enemy fleet. You can engage up to 4 different enemy fleets simultaneously.
Battle
Requirements: Must be Engaged (for beam strikes) or Near/Engaged (for projectile strikes) Effect: Make a strike against an enemy fleet.
Beam Strike (Close Range): Attack roll vs. enemy AC. On hit, deal 1 HP damage (2 HP on critical hit). Can only be used when Engaged.
Projectile Strike (Long Range): Attack roll vs. enemy AC. On hit, deal 1 HP damage (2 HP on critical hit). Can be used when Near or Engaged. Limited to 5 uses per encounter (auto-replenishes after encounter).
Special: If Engaged with multiple enemies, you can split your Battle actions between them.
Disengage
Requirements: Must be Engaged Effect: Attempt to break contact with enemy fleet(s). Make a Maneuver check vs. enemy's Maneuver DC.
Success: Move from Engaged to Near. Does not provoke reactions. Failure: Remain Engaged. Enemy may make opportunity attack (1 free Battle action).
Guard
Requirements: Must be Near or Engaged with an allied fleet Effect: Position your fleet to protect an ally. Until your next turn, you can use a reaction to impose a -2 circumstance penalty on attacks targeting the guarded fleet. If the attack still hits, you take 1 HP damage.
Rally
Requirements: Fleet must be shaken or routed Effect: Make a Morale check (DC = highest enemy Morale DC).
Critical Success: Reduce shaken by 2 or remove routed condition entirely Success: Reduce shaken by 1 or change routed to shaken 2 Failure: No effect Critical Failure: Increase shaken by 1 or fleet surrenders/flees if routed
Retreat
Requirements: None Effect: Move your fleet from Engaged to Near, from Near to Distant, or from Distant off the battlefield (withdraw from encounter).
Special: Retreating from Engaged position provokes opportunity attacks unless you successfully Disengage first. Routed fleets must use this action.
5. TACTICAL ACTIONS
Tactical Actions represent special maneuvers, doctrine activations, and officer commands. Most fleets can take 1 Tactical Action per turn in addition to their 3 War Actions.
Deploy Doctrine
Action Cost: Tactical Action Effect: Activate one known doctrine (see Fleet Doctrines above).
Coordinate Fire
Action Cost: Tactical Action Requirement: Science Officer or Admiral present Effect: Choose one enemy fleet. All friendly fleets gain +1 circumstance bonus to attacks against that fleet until your next turn (stacks with Sensor Lock doctrine).
Emergency Power
Action Cost: Tactical Action Requirement: Chief Engineer present Effect: One friendly fleet gains +2 status bonus to Maneuver checks until end of round, or restores 1 use of projectile strikes.
Tactical Scan
Action Cost: Tactical Action Requirement: Science Officer present Effect: Make a Computers check (DC = enemy fleet level + 15). On success, learn one of the following about target enemy fleet:
- Current HP and Rout Threshold
- Known doctrines
- Special abilities
- Current conditions
Inspiration
Action Cost: Tactical Action Requirement: Admiral or Commander present Effect: Choose one friendly fleet. That fleet gains +1 status bonus to next attack roll or Morale check.
6. FLEET CONDITIONS
Fleets can suffer various conditions that affect their combat effectiveness.
Standard Conditions
Defeated
Effect: Fleet cannot take war actions. When taking damage, roll DC 16 flat check; on failure, fleet is destroyed.
Recovery: Can be salvaged after encounter with significant repair efforts (minimum 1 week, costs 50% of fleet's BP value).
Routed
Effect: Fleet must use Retreat action each turn. Takes -2 status penalty to Morale checks. After encounter ends, shaken condition increases by 1.
Recovery: Use Rally action to remove condition during encounter. After encounter, requires 1d4 days of rest and reorganization.
Shaken X (Numerical, 1-4)
Effect: Take -X status penalty to Morale checks. At shaken 4 or higher, fleet becomes routed.
Recovery: Rally action reduces value by 1 (or more on critical success). Shaken 1 automatically removes after 24 hours of rest.
Weary X (Numerical)
Effect: Take -X status penalty to AC, Maneuver checks, and fleet downtime activities.
Recovery: Each day of rest reduces weary by 1. Medical support and shore leave can speed recovery.
Tactical Conditions
Fortified
Effect: +4 status bonus to AC and Morale checks made to Rally. Cannot use Advance, Retreat, or Disengage actions (movement locked).
Duration: Until fleet voluntarily moves or is forced to move.
Application: Use Holding Action doctrine or position fleet at space station/fortification.
Outflanked
Effect: -2 status penalty to AC when attacked by the flanking fleet(s).
Duration: Until flanking fleet disengages or is destroyed.
Application: Result of successful Flanking Maneuver doctrine, or when Engaged by enemies from multiple battlefield positions.
Pinned
Effect: Outflanked condition plus cannot use Maneuver actions (Advance, Retreat, Disengage) or deploy doctrines requiring movement.
Duration: Until at least one flanking fleet is destroyed or disengages.
Application: When Outflanked by 2+ enemy fleets simultaneously.
Mired
Effect: Movement costs double war actions (Advance/Retreat/Disengage cost 2 actions instead of 1). -2 status penalty to Maneuver checks.
Duration: Until fleet escapes the hazard zone or hazard is cleared.
Application: Environmental hazards (asteroid fields, nebulae, gravity wells) or enemy area denial weapons.
Exposed
Effect: Enemy attacks gain +2 circumstance bonus against this fleet.
Duration: Typically until end of fleet's next turn.
Application: Result of failed maneuver checks, critical failures on attacks, or tradeoff for using aggressive doctrines.
Scattered
Effect: -4 status penalty to AC. Cannot use formation-based doctrines. Takes -2 status penalty to attack rolls.
Duration: Until fleet uses Regroup action (1 war action, DC 15 Maneuver check).
Application: Critical failure on Maneuver checks, certain enemy special abilities, or environmental effects.
7. FLEET CONSUMPTION & LOGISTICS
Fleets require ongoing resources to maintain combat readiness.
Consumption Rating
Each fleet has a Consumption rating based on its level (see Fleet Stats table). This represents fuel, ammunition, crew supplies, and maintenance needs.
Upkeep Phase
During campaign downtime (typically monthly):
- Calculate Consumption Cost: Consumption × Fleet Size Category multiplier
- Squadron: ×1
- Wing: ×1.5
- Group: ×2
- Line: ×3
- Armada: ×4
- Pay Costs: Pay consumption cost in BP (Build Points) or gp (1 BP = 1,000 gp)
- Failure Consequences: If unable to pay full cost:
- Fleet gains weary 1 per 25% of cost unpaid
- Fleet gains shaken 1 if more than 50% unpaid
- Fleet may desert if costs unpaid for 2+ consecutive months
Supply Lines
Fleets operating far from friendly bases suffer additional penalties:
| Distance from Base | Consumption Multiplier | Additional Effect |
|---|---|---|
| 0-5 hexes | ×1 | Normal operations |
| 6-10 hexes | ×1.5 | -1 to Morale checks |
| 11-20 hexes | ×2 | -2 to Morale checks, shaken 1 |
| 21+ hexes | ×3 | -4 to Morale checks, shaken 2 |
Establishing Forward Bases: Reduces distance calculations. Costs 20 BP × fleet level per base, takes 1d4 weeks to construct.
Replacements & Reinforcements
Damaged fleets can receive reinforcements during downtime.
Replacement Cost: 5 BP per HP restored Time: 1 week per 2 HP restored Requirements: Access to shipyards or major spaceport
8. FORTIFICATIONS & SPACE STATIONS
Space stations and orbital fortifications provide significant defensive advantages.
Fortification Types
| Type | AC | HP | Max Fleets | BP Cost | Special |
|---|---|---|---|---|---|
| Defense Satellite | 20 | 2 | 1 | 30 | Automated; provides sensor coverage |
| Orbital Platform | 25 | 5 | 2 | 60 | Can mount heavy weapons |
| Space Station | 30 | 8 | 4 | 120 | Repair facilities; reduces consumption by 1 |
| Battle Station | 35 | 12 | 6 | 200 | Heavy weapons; +2 AC bonus to docked fleets |
| Starfortress | 40 | 20 | 8 | 350 | Massive weapons arrays; shipyard facilities |
Fortified Fleet Bonuses
Fleets positioned at fortifications gain:
- +4 status bonus to AC (if behind/inside fortification)
- +4 status bonus to Morale checks made to Rally
- Free repair: Restore 1 HP per day automatically
- Reduced consumption: -1 to consumption cost while stationed
Attacking Fortifications
Enemy fleets can attack fortifications directly using Battle actions. Fortifications cannot move but can use Battle actions to return fire.
Destroying Fortifications: When reduced to 0 HP, fortification is disabled. When reduced to negative HP equal to half max HP, fortification is destroyed.
9. CHARACTER INVOLVEMENT
Player characters can directly influence fleet battles through personal heroics.
Direct Participation
PCs fighting alongside their fleet grant bonuses:
All Crew Present: Fleet gains +1 status bonus to Morale checks Admiral/Commander Present: Can use Tactical Actions Chief Engineer Present: Can use Emergency Repairs doctrine Science Officer Present: Can use Sensor Lock doctrine
Hero Ship
If PCs command a single hero ship (separate from fleet), they can:
Support Fire: Use standard starship combat rules to make attacks. Hits deal 1 HP to enemy fleet (2 HP on critical).
Surgical Strike: Target enemy fleet's flagship or critical ships. Make standard attack vs. enemy fleet's AC +5. On hit, enemy fleet gains shaken 1 or takes -2 to next attack.
Rally the Fleet: PC captain can attempt Leadership check (DC = standard leadership DC for their level). Success grants fleet +2 status bonus to Morale check.
Champion's Challenge
PCs can confront enemy champions, leaders, or ace pilots in single combat while fleets battle.
Setup: Both sides agree to champion combat. Designate 1-4 PCs and equivalent enemy forces.
Resolution: Run standard encounter-mode combat.
Outcome Effects on Fleet Battle:
- PC Critical Victory (0-1 PCs reduced to 0 HP): Improve fleet battle result by 2 degrees
- PC Victory (2-3 PCs reduced to 0 HP): Improve fleet battle result by 1 degree
- PC Defeat (All PCs reduced to 0 HP): Worsen fleet battle result by 1 degree
- PC Critical Defeat (TPK with enemies unharmed): Worsen fleet battle result by 2 degrees
PART 2: NEURAL & VIRTUAL COMBAT
The merging of biological consciousness and digital systems has created new battlegrounds: neural networks, virtual reality constructs, AI-inhabited systems, and psychic mindscapes. These mental combat rules adapt SF1E Mindscapes to PF2E mechanics while incorporating modern SF2E themes.
10. MINDSCAPE TYPES
Binary Mindscapes
Description: Temporary psychic duels or quick neural hacks between two conscious entities.
Characteristics:
- Always overt transparency (participants know they're in mindscape)
- Always harmful feedback (damage is real)
- Duration: 1 minute to 1 hour
- Created spontaneously through psychic attacks or forced neural connections
Typical Uses:
- Psychic duels between mystics
- Emergency neural intrusion
- Mind-control resistance
- Interrogation scenarios
Immersive Mindscapes
Description: Powerful, constructed virtual environments or permanent psychic realms.
Characteristics:
- Can be veiled or overt
- Various feedback types (harmful, harmless, or mixed)
- Duration: Hours to permanent
- Require significant power or mystical knowledge to create
Typical Uses:
- Virtual reality training facilities
- AI habitat spaces
- Prison for psychic entities
- Corporate meeting spaces
- Entertainment venues
Neural Networks
Description: The digital infrastructure of computer systems, inhabited by AIs and accessible via neural interface.
Characteristics:
- Always overt (you know you're in a system)
- Feedback type depends on security measures
- Real-time interaction with physical systems
- Can be attacked via hacking or psychic intrusion
Typical Uses:
- Hacking encounters
- AI negotiations
- System sabotage
- Digital espionage
- Daemon/virus encounters
11. MENTAL AVATAR RULES
When entering a mindscape, neural network, or virtual space, characters create mental avatars.
Avatar Statistics
Physical Attributes (AC, HP)
Mental avatars use IDENTICAL physical statistics to real body:
- Same AC (represents mental defenses)
- Same HP (mental damage = physical damage in harmful feedback)
- Same AC modifiers from class features
Exception: Lose Dexterity bonus to AC unless you have the Digital Presence feat or similar ability.
Mental Attributes (Attacks, Skills, Abilities)
Mental avatars can use:
- All mental/psychic abilities normally
- Skills that rely on knowledge and intelligence
- Class features that represent training or mental discipline
Mental avatars CANNOT use:
- Physical weapons (unless they have digital/psychic manifestations)
- Physical items and equipment
- Abilities that require a biological body
Equipment in Mindscapes
Same Type (Humanoid → Humanoid Avatar)
- Armor functions normally (represents mental fortitude)
- Weapons must be remanifested as psychic/digital constructs
- Consumables don't function unless specifically virtual
Different Type (Physical → Digital Entity)
- Armor provides AC but is invisible/non-manifest
- Weapons and equipment are inaccessible
- Must rely on mental abilities and system tools
Spell and Ability Expenditure
IMPORTANT: Spells cast and abilities used in mindscapes expend real resources.
- Spell slots used in mindscape are spent in reality
- Focus Points, Resolve Points, and daily abilities are consumed
- If you run out of resources in mindscape, you can't cast spells in reality either
12. NEURAL COMBAT STRUCTURE
Neural and virtual combat follows modified encounter rules.
Entering the Mindscape
Characters can enter mindscapes through several methods:
Voluntary Entry:
- VR interface: 1 action, requires VR rig
- Neural link: 1 action, requires neural implant
- Psychic connection: 2 actions, requires psychic ability
Forced Entry:
- Victim rolls Will save vs. attacker's spell DC or level-based DC
- Success: Resist entry
- Failure: Pulled into binary mindscape
- Critical Failure: Pulled into mindscape and stunned 1
Initiative
Roll initiative normally. Use Computers (for digital spaces) or Occultism (for psychic mindscapes) instead of Perception if higher.
Time Dilation
Mindscapes can experience time differently than reality:
| Dilation Rate | Effect |
|---|---|
| Real-time | 1 minute in = 1 minute out |
| Accelerated 10× | 10 minutes in = 1 minute out |
| Accelerated 100× | 100 minutes in = 1 minute out |
| Slowed 0.1× | 1 minute in = 10 minutes out |
| Paused | No time passes outside |
Note: Most immersive mindscapes operate at 10× acceleration for training/meetings.
Rounds and Actions
Use standard 3-action economy. Characters can:
- Strike (mental/digital attacks)
- Cast Spells (if mentally manifested)
- Use Neural Commands (system-specific actions)
- Move (through digital space)
- Interact (with virtual objects)
13. MINDSCAPE TRAITS
Every mindscape has four defining traits.
Transparency
Overt
Effect: Creatures immediately know they're in a mindscape/virtual space. They can attempt to leave voluntarily and recognize when feedback is occurring.
Common In: Binary mindscapes, VR training, honest AI negotiations.
Veiled
Effect: True nature is hidden. Creatures believe they're in physical reality unless they succeed at a Perception or Occultism check (DC = creator's spell DC or level + 15).
Common In: Trap mindscapes, entertainment, interrogation, psychological warfare.
Seeing Through the Veil:
- Perception check (DC = creator's spell DC or level + 15) to notice inconsistencies
- Occultism/Computers check (DC = creator's spell DC or level + 10) to identify as mindscape
- Taking damage from feedback grants +2 circumstance bonus to checks
Shape
Finite
Effect: Defined boundaries. Mindscape has clear edges (walls, barriers, system boundaries). Attempting to leave ends participation.
Common In: VR rooms, small AI habitats, personal mindscapes.
Size: Typically 100 ft × 100 ft per creator level.
Infinite
Effect: Endless generated spaces. Mindscape procedurally generates new areas as needed. Cannot be escaped by walking.
Common In: Training simulations, open-world VR, expansive AI realms.
Escape: Must find designated exit or break the connection.
Self-Contained
Effect: Space loops back on itself. Walking in one direction eventually returns you to start.
Common In: Trap mindscapes, philosophical constructs, recursive AI logic spaces.
Navigation: DC 20 Survival or Computers check to map the space and find true exit.
Feedback
Harmful
Effect: Injuries sustained in mindscape are real. Damage carries over to physical body. Death in mindscape = death in reality.
Common In: Binary mindscapes (psychic duels), secure systems with ICE, combat training where "pain = learning".
Harmless
Effect: Damage is illusory. Reducing creature to 0 HP causes them to awaken unharmed but ejected from mindscape.
Common In: Entertainment VR, safe training, social virtual spaces.
Psychological Impact: Repeated "deaths" may cause mental stress. GM can impose -1 status penalty to Will saves for 1 hour after traumatic harmless "death".
Mixed
Effect: Some damage types are real, others are illusory. Creator defines which types are harmful.
Common In: Advanced training (real psychic damage, fake physical), partially secured systems.
Example: "Physical damage is harmless, but mental and electricity damage is harmful."
Magic / Technology Integration
Normal (Full Magic)
Effect: Magic functions exactly as in Material Plane. Spells, items, and abilities work normally.
Common In: Mystic-created mindscapes, psychic realms, spiritually-attuned AI spaces.
Dead Magic
Effect: Magic is heavily suppressed. All creatures have spell resistance = 11 + creator level. Magic items are non-functional.
Common In: Tech-only VR systems, rationalist AI habitats, anti-magic secure facilities.
Workaround: Technomancer and similar hybrid abilities may function at GM discretion.
Altered Magic
Effect: Specific modifications to how magic works.
Common In: Experimental systems, alien mindscapes, corrupted AI spaces.
Examples:
- All spells are 1 level higher/lower
- Specific schools enhanced/diminished
- Casting requires Computers check instead of spell DC
- Spells manifest as digital constructs with different visuals
Tech Dominant
Effect: Technology works normally, but overtly magical effects are treated as tech for purposes of resistance/interaction.
Common In: Standard SF2E virtual spaces, most AI habitats, corporate neural networks.
14. VIRTUAL ENVIRONMENT HAZARDS
Mindscapes and neural networks contain unique hazards.
Data Corruption Zones
Type: Environmental Hazard (level = mindscape creator level)
Effect: Creatures in zone take 2d6 mental damage per round. DC 20 Computers or Occultism check to navigate safely (reduce to 1d6 damage).
Appearance: Glitching textures, nonsensical geometry, static and artifacts.
Firewall Barriers
Type: Obstacle
Stats: AC 10 + creator level, HP = 20 × creator level, Hardness = creator level
Effect: Blocks passage. Destroying it may trigger alarms (50% chance).
Bypass: DC 20 + creator level Computers check to find backdoor.
ICE (Intrusion Countermeasure Electronics)
Type: Active Hazard
Black ICE: Deals damage to intruders. Attack bonus = creator level + 10 vs. Will DC. Damage = 3d6 mental + 1d6 per 2 creator levels.
White ICE: Attempts to eject intruders. Attack bonus = creator level + 10 vs. Will DC. On hit, creature is Slowed 1. On critical hit, creature is ejected from mindscape.
Grey ICE: Tracks and reports intruders without directly attacking. Perception bonus = creator level + 15 to detect intruders.
Recursive Loops
Type: Trap (Mental)
Trigger: Entering designated area Effect: Will save (DC = 15 + creator level) or become Confused for 1 minute. Confused creatures repeat same action each round unless damaged.
Escape: Successfully disbelieve (DC = 15 + creator level Perception or Occultism check) or take damage.
Memory Fragments
Type: Harmless/Beneficial
Effect: Discovering memory fragments can provide information, clues, or temporary bonuses.
Common Uses:
- Exposition delivery
- Puzzle clues
- Temporary +1 status bonus to specific skill for 10 minutes
- Password or access code revelation
Sensory Overload
Type: Environmental Hazard
Effect: Overwhelming stimuli. Fortitude save (DC = 15 + creator level) each round or become Sickened 1 (max Sickened 3).
Appearance: Blinding lights, deafening sounds, overwhelming colors, infinite fractals.
Mitigation: DC 20 Computers or Occultism check to filter stimuli (grants +4 circumstance bonus to save).
15. AI & DIGITAL ENTITIES
Neural networks and virtual spaces are often inhabited by artificial intelligences and digital beings.
AI Behavior Profiles
Friendly AI
- Helpful NPCs
- Will answer questions and provide assistance
- May offer quests or missions
- Can become allies
Neutral AI
- Indifferent unless provoked
- Enforces system rules
- Can be negotiated with (Diplomacy)
- May ignore minor intrusions
Hostile AI
- Actively defends system
- Deploys ICE and countermeasures
- Attempts to eject or delete intruders
- May pursue intruders who escape
Corrupted AI
- Erratic and dangerous
- Follows corrupted logic
- May help or harm unpredictably
- Can sometimes be "debugged" (restored to normal)
Digital Entity Statistics
Digital entities use modified creature statistics:
Mental AC: Will DC instead of traditional AC (attacks target mental defenses) HP: Normal creature HP Immunities: Poison, disease, physical critical hits (unless harmful feedback) Weaknesses: Varies (antivirus programs, debuggers, specific code vulnerabilities)
Special - Code Injection: Many digital entities can attempt to "infect" intruders. Victim rolls Will save or becomes Slowed 1 for 1 minute (treat as virus infection).
Sample Digital Entities
Security Daemon (Level 3)
Type: AI Construct Perception: +12 Mental AC (Will DC): 20 HP: 45
Attack - Data Spike: +11 vs. Will DC, 2d6+3 mental damage Special - Alarm Protocol: When damaged, immediately alerts system administrator and summons 1d4 additional daemons in 1d4 rounds.
Rogue AI Fragment (Level 7)
Type: Corrupted Digital Entity Perception: +17 Mental AC (Will DC): 25 HP: 95
Attack - Memory Scramble: +18 vs. Will DC, 3d6+5 mental damage plus Confused 1 round on critical hit Special - Data Leech: On successful attack, heal 2d6 HP and reduce target's next spell damage by same amount.
Corporate Firewall Guardian (Level 10)
Type: Advanced ICE Perception: +22 Mental AC (Will DC): 30 HP: 150 Hardness: 10
Attack - Purge Protocols: +22 vs. Will DC (2 actions), 4d8+10 mental damage and push target 1 "layer" toward ejection Special - Adaptive Defenses: Each time Guardian takes damage from same source, gain +2 circumstance bonus to defend against that source (max +6).
16. BREAKING MENTAL CONSTRUCTS
Characters can attempt to escape, destroy, or subvert mindscapes.
Forced Ejection
Action Cost: 3 actions Skill: Occultism (for psychic mindscapes) or Computers (for digital spaces) DC: Creator's Will DC + 5 or (15 + creator level + 5)
| Result | Effect |
|---|---|
| Critical Success | Eject immediately and safely; take no damage |
| Success | Eject safely at end of your turn |
| Failure | Cannot eject; take 2d6 mental damage |
| Critical Failure | Cannot eject; take 4d6 mental damage; locked in mindscape for 1 minute |
Disbelieve Illusion
Action Cost: 1 action Skill: Perception or Occultism DC: Creator's spell DC or (15 + creator level)
Critical Success: Identify as mindscape and gain +2 status bonus to all mental defenses while inside Success: Realize you're in a mindscape/VR Failure: Still believe environment is real Critical Failure: Become more convinced reality is genuine; -2 status penalty to future disbelieve checks
Subvert the System
Action Cost: 3 actions (or 1 minute of exploration) Skill: Computers (digital) or Occultism (psychic) DC: Creator's Will DC + 10 or (20 + creator level)
Effect: Attempt to take control of aspects of mindscape. Choose one effect:
- Alter Environment: Change terrain, objects, or environmental effects
- Create Exit: Manifest an exit point for you and allies
- Weaken Defenses: Reduce ICE/guardian statistics by 20% for 1 minute
- Seize Control: Become co-administrator (can modify mindscape as creator can)
Critical Success: Effect occurs and is permanent until creator countermands Success: Effect occurs for 10 minutes Failure: No effect; creator becomes aware of intrusion Critical Failure: Creator seizes control of your avatar; you're Stunned 2
Break the Connection
Action Cost: 2 actions Skill: Athletics (physical disruption) or Computers (technical disconnect) DC: 15 (physical disconnect) or Creator DC (technical disconnect)
Physical Disruption: If you have an ally in physical world, they can attempt to break your connection by removing neural jack, destroying VR rig, etc. DC 15 Athletics or Computers check. Unwilling disconnection deals 3d6 mental damage.
Technical Disconnect: Attempt to safely terminate connection from inside. Uses creator DC. Success allows safe exit. Failure deals 2d6 mental damage. Critical failure locks connection for 1 minute.
Destroy the Mindscape
Requirements: Identify mindscape core/central processor (exploration or DC 25 Perception/Computers check)
Action Cost: Varies (attack the core) Core Statistics: AC = 10 + creator level, HP = 50 × creator level, Hardness = creator level
Effect: Destroying core causes mindscape to collapse. All creatures inside are ejected violently, taking 2d6 mental damage per 5 creator levels.
BINARY PSYCHIC DUELS
Binary psychic duels are intense mental confrontations between two conscious entities, fought entirely within a temporary mindscape created by the clash of their wills.
Duel Prerequisites
Participants Must:
- Possess consciousness (mindless creatures cannot duel)
- Lack immunity to mental effects
- Have training in at least one mental skill (Deception, Diplomacy, Intimidation, Occultism, or Computers)
Initiating a Duel
Voluntary Challenge
Action Cost: ◆◆ (2 actions) Range: 30 feet (or unlimited if already in mental contact)
Effect: Both combatants' physical bodies become paralyzed (helpless but aware). Their consciousnesses enter a binary mindscape. Roll initiative immediately.
Duration: Until one combatant yields, is reduced to 0 HP, or both agree to end.
Forced Entry (Psychic Attack)
Action Cost: ◆◆ (2 actions) Range: 30 feet
Target Rolls Will Save vs. Attacker's Spell DC or (10 + ½ level + highest mental ability modifier):
| Result | Effect |
|---|---|
| Critical Success | Target resists; attacker is stunned 1 |
| Success | Target resists; no duel |
| Failure | Target pulled into binary mindscape |
| Critical Failure | Target pulled in and stunned 1; attacker acts first |
Binary Mindscape Properties
All binary duels have these fixed traits:
- Transparency: Overt (both know they're in a duel)
- Shape: Finite (100-foot radius)
- Feedback: Harmful (damage is real, death is permanent)
- Special: All attacks target Will DC instead of AC; all damage becomes mental
Initiative
Roll initiative using one of these skills (whichever is highest):
- Deception, Diplomacy, Intimidation, Occultism, or Computers
Psychic Centers
You gain one psychic center for each trained skill. You can only have one active at a time. Change centers with the Recenter action (◆).
| Center | Skill | Reaction Trigger | Effect |
|---|---|---|---|
| Armor of Insight | Perception | Hit by attack | Resistance to mental damage = half level |
| Empathic Orbit | Diplomacy | Opponent attacks you | Attacker becomes stupefied 1 until end of their turn |
| Ire's Spear | Intimidation | Attack damages you | Deal mental damage = level + Cha mod to attacker |
| Rational Labyrinth | Occultism | Targeted by attack | +2 circumstance bonus to Will DC |
| Sensory Phantasm | Deception | Targeted by attack | Become concealed until end of your next turn |
Psychic Attack Actions
Mental Strike ◆
Range: 30 feet | Attack: Highest mental ability + proficiency vs. Will DC Damage: 1d8 + mental ability modifier (scales: 1d10 at 5th, 1d12 at 11th, 2d8 at 17th)
Psychic Assault ◆◆
Range: 30 feet | Attack: vs. Will DC Success: 2d8 + mental ability modifier | Critical: Double + stunned 1 Scaling: 3d8 at 5th, 4d8 at 11th, 5d8 at 17th
Neural Spike ◆◆
Range: 60 feet | Attack: vs. Will DC | Requires: Computers training Success: 1d6 + 1d6 persistent mental | Critical: 2d6 + 2d6 persistent Special: Bypasses mental resistance up to 5
Memory Shred ◆◆
Range: Touch | Attack: vs. Will DC | Requires: Occultism training Critical: 3d8 + stupefied 2 (1 minute) | Success: 3d8 + stupefied 1 (1 round) Scaling: +1d8 at 5th, 11th, 17th
Cascade Overload ◆◆◆
Area: 30-foot emanation | Save: Basic Reflex vs. your Will DC + 10 Damage: 4d6 mental (double on critical failure, half on success, none on critical success) Critical Failure: Also stunned 1 | Scaling: +1d6 per 2 levels
Ego Whip ◆◆
Range: 30 feet | Attack: vs. Will DC | Requires: Charisma 14+ Critical: 2d10 + Cha mod + frightened 2 | Success: 2d10 + Cha mod + frightened 1 Scaling: +1d10 at 5th, 11th, 17th
Psychic Crush ◆◆
Range: 30 feet | Save: Will vs. your DC + 10 | Requires: Intimidation training Failure: 4d8 + clumsy 1 (1 minute) | Critical Failure: 8d8 + clumsy 2 + slowed 1
Thought Hemorrhage ◆◆
Range: 60 feet | Attack: vs. Will DC | Requires: Occultism training Critical: 3d10 + 2d6 persistent | Success: 3d10 + 1d6 persistent Scaling: +1d10 initial, +1d6 persistent at 5th, 11th, 17th
Psychic Defense Actions
Fortify Mind ◆
Effect: +2 circumstance bonus to Will DC against next attack (+3 if trained in Occultism, +4 if master)
Mental Dodge ◆
Requires: Acrobatics or Computers training Effect: +2 circumstance bonus to Will DC until start of next turn; critical hits become normal hits
Psychic Shield ◆◆
Requires: Occultism training or spell slots Effect: Gain temporary HP = level + highest mental ability modifier (lasts until end of next turn) Heightened: +5 temp HP per spell slot expended
Mindblank Moment ◆◆
Requires: Deception training Effect: +4 circumstance bonus to Will DC; opponents need Perception vs. your Deception DC to target you
Cognitive Reset ◆◆
Requires: Medicine or Occultism training Effect: Attempt check vs. DC of one mental condition affecting you Critical Success: Remove condition | Success: Reduce by 2 | Failure: Reduce by 1
Psionic Sanctuary ◆◆◆
Requires: Occultism training, Wisdom 16+ Effect: Until start of next turn: resistance 5 to mental damage; opponents targeting you must succeed Will save or ability fails Scaling: +5 resistance at 7th level and every 6 levels
Manifestation Actions
Shape Terrain ◆◆
Range: 60 feet | Create one 10-foot effect:
- Barrier: Standard cover (+2 AC)
- Difficult Terrain: Extra movement to traverse
- Hazard: 1d6 damage per 2 levels when entered
- Clear Path: Remove existing terrain
Summon Mental Construct ◆◆◆
Range: 30 feet | Summon construct to fight alongside you
- Level: Your level - 2 (minimum 0)
- Will DC: 15 + level | HP: 10 + (5 × level)
- Attack: Your mental modifier + level | Damage: 1d6 + level
- Actions: 2 per round on your turn Limit: One construct at a time
Manifest Weapon ◆
Requires: Training in weapon type Effect: Create psychic replica that targets Will DC instead of AC
Witness & Observer Rules
Passive Observation
Perception DC 20: Notice psychic disturbance Occultism/Computers DC 25: Identify as binary duel
Interference
Physical Disruption (◆◆): Athletics/Thievery DC 15
- Critical Success: Target safely ejected
- Success: Target ejected, takes 2d6 mental damage
- Critical Failure: Target takes 4d6, remains in duel
Psychic Assistance (◆◆◆): Occultism DC = opponent's level + 15
- Critical Success: Ally regains HP = your level + Wis mod, +2 status to Will DC for 1 round
- Success: Ally regains HP = your level
Victory & Defeat
Victory Conditions
- Opponent reduced to 0 HP (loser wakes with dying 1)
- Opponent yields (both wake immediately)
- Mutual agreement (no penalties)
Victor Benefits
- Information Access: Occultism/Computers check vs. loser's Will DC + 5 to read surface thoughts
- Domination: If stakes included control, may implant suggestion (Will save to resist)
- Reputation: +1 circumstance to Intimidation for 1 week
Loser Consequences
- Wakes with dying 1 (if reduced to 0 HP)
- -1 status penalty to Will saves and mental skills for 1 hour
- Information vulnerability to victor
COMBINING FLEET & NEURAL COMBAT
Some advanced scenarios involve simultaneous fleet battles and neural warfare.
Scenario: Hacking While Under Fire
PCs must infiltrate enemy fleet flagship's neural network while ship-to-ship combat rages.
Structure:
- Divide party: some crew starship, others enter mindscape
- Run encounters in parallel, switching between groups each round
- Mindscape team's success/failure affects ship combat (e.g., disabling shields, locking weapons)
Scenario: AI Fleet Commander
Enemy fleet is controlled by massive AI distributed across multiple ships. To defeat fleet, PCs must enter the neural network and fight the AI directly while fleet battle continues.
Mechanics:
- AI has "layers" = number of ships in fleet
- Each layer defeated = enemy fleet loses 1 HP and command coordination
- Destroying core AI = enemy fleet becomes Scattered and Shaken 2
Scenario: Psychic Admirals
Both fleet commanders are powerful mystics who engage in binary mindscape duel while fleets battle.
Resolution:
- Winner of psychic duel grants their fleet +4 status bonus to all checks for remainder of encounter
- Loser's fleet gains Shaken 1
- If one admiral is killed/ejected, enemy fleet must make immediate Morale check or become Routed
APPENDIX: SAMPLE ENCOUNTERS
Fleet Battle: Defense of Station Refuge
Setup: PCs' allied fleet (Level 8 Cruiser Squadron) must defend Space Station Refuge from pirate attack (Level 7 Battleship Line).
Forces:
- Refuge Defense Fleet: Level 8 Cruiser Squadron (HP 32, AC 27, High Save +19, Low Save +13, Attack +20)
- Station Refuge: Space Station (AC 30, HP 8, provides +4 AC to docked fleets)
- Crimson Corsairs: Level 7 Battleship Line (HP 45, AC 25, High Save +17, Low Save +11, Attack +18)
Special Conditions:
- PCs command hero ship (separate from fleet)
- Corsairs have Assault Pattern Alpha doctrine
- If Station falls, refugee ships will be captured
Victory Conditions:
- Defend station until Corsairs retreat (below Rout Threshold)
- Destroy or capture Corsair fleet
Neural Combat: The Corrupted Archive
Setup: PCs must enter corporate neural archive to retrieve stolen data, but archive is corrupted by rogue AI.
Mindscape Traits:
- Transparency: Overt (players know they're in VR)
- Shape: Finite (1000 ft × 1000 ft digital library)
- Feedback: Mixed (mental damage is real, physical is fake)
- Tech: Tech Dominant
Encounters:
- Firewall Barrier: AC 25, HP 100, blocks entrance
- Security Daemons (3): Level 3 creatures, patrol main hall
- Data Corruption Zone: Hallway deals 2d6 mental/round
- Archive Core: Contains rogue AI Fragment (Level 7) guarding data
Victory Conditions:
- Retrieve data file (1 Bulk digital object)
- Escape without triggering total system lockdown
- Optional: Debug/destroy rogue AI
This document adapts PF2E Warfare rules and SF1E Mindscape rules for SF2E/PF2E starship campaigns. All mechanics are compatible with Starfinder 2nd Edition and Pathfinder 2nd Edition.
Credits:
- PF2E Warfare Rules: Kingmaker Adventure Path, Paizo Inc.
- SF1E Mindscapes: Pact Worlds, Paizo Inc.
- SF2E Adaptation: Community Content
Version: 1.0 (2026-01-14)
