STARSHIPS REVISED
Starfinder 2nd Edition Compatible Version
Converted from the original Starships Revised by CriticalHamAdapted for Starfinder 2E compatibility
Quick References Available:
- For combat cheat sheet, see:
../quick-references/STARSHIP-COMBAT-QUICK-REFERENCE.md- For complete component listings, see:
../compiled/COMPILED_STARSHIP_CATALOG.md
CONVERSION NOTES
This document adapts the Starships Revised homebrew system for use with Starfinder 2nd Edition. Below is a summary of all mechanical changes made to ensure compatibility with SF2E's mathematical backbone.
Key Mechanical Changes
1. Skill System Conversion
Original SF1E:
- Skill Bonus = Ranks + Ability Modifier + Class Skill Bonus (+3) + Other
- Maximum ranks = Character Level
Converted to SF2E:
- Skill Modifier = Attribute Modifier + Proficiency Bonus + Other
- Proficiency Bonuses: Untrained (+0), Trained (Level+2), Expert (Level+4), Master (Level+6), Legendary (Level+8)
2. DC System Conversion
Original SF1E: DCs were often flat numbers (10, 13, 15, 20, etc.) or calculated as 15 + 1.5 × Tier
Converted to SF2E: DCs now use the level-based DC table:
| Level | DC | Level | DC | Level | DC |
|---|---|---|---|---|---|
| 0 | 14 | 8 | 24 | 16 | 35 |
| 1 | 15 | 9 | 26 | 17 | 36 |
| 2 | 16 | 10 | 27 | 18 | 38 |
| 3 | 18 | 11 | 28 | 19 | 39 |
| 4 | 19 | 12 | 30 | 20 | 40 |
| 5 | 20 | 13 | 31 | 21+ | 42+ |
| 6 | 22 | 14 | 32 | ||
| 7 | 23 | 15 | 34 |
Simple DCs (for non-level-based tasks):
| Difficulty | DC |
|---|---|
| Untrained | 10 |
| Trained | 15 |
| Expert | 20 |
| Master | 30 |
| Legendary | 40 |
DC Adjustments:
| Adjustment | Modifier |
|---|---|
| Incredibly Easy | -10 |
| Very Easy | -5 |
| Easy | -2 |
| Hard | +2 |
| Very Hard | +5 |
| Incredibly Hard | +10 |
3. Prerequisite Conversions
| SF1E Requirement | SF2E Equivalent |
|---|---|
| 1 rank in skill | Trained in skill |
| 3 ranks in skill | Trained in skill (level 3+) |
| 6 ranks in skill | Expert in skill |
| 9 ranks in skill | Expert in skill (level 9+) |
| 12 ranks in skill | Master in skill |
| 15 ranks in skill | Master in skill (level 15+) |
| 18 ranks in skill | Legendary in skill |
4. Degrees of Success
SF2E uses four degrees of success for most checks:
- Critical Success: Beat the DC by 10 or more, or roll a natural 20 that succeeds
- Success: Meet or exceed the DC
- Failure: Miss the DC by less than 10
- Critical Failure: Miss the DC by 10 or more, or roll a natural 1 that fails
Most starship actions now include effects for all four degrees.
5. Bonus Type Standardization
All bonuses are now categorized per SF2E rules (bonuses of the same type don't stack):
- Circumstance Bonuses: Situational advantages (cover, positioning, aided actions)
- Status Bonuses: Conditions and effects (encouraged, energized systems)
- Item Bonuses: Equipment quality (sensors, countermeasures, armor)
6. Tier → Level Conversion
Starship "Tier" now corresponds directly to Party Level for simplicity:
- Starship Level = Average Party Level (APL)
- Build Points scale with level (see Building Starships section)
- Enemy starship DCs use the starship's level on the DC table
7. PCU System Retained
The Power Core Unit (PCU) system is retained as a unique resource for starship combat, functioning similarly to how it did in the original.
STARSHIP BASICS
STARSHIP CREW
Each starship has a number of creatures that choose actions and attempt checks, saves, and attack rolls on the starship's behalf. These creatures are referred to as the starship's crew.
The actions a crew member can take aboard a ship are determined based on their role. Multiple crew members can have the same role (except for certain limited roles such as the captain), but a single crew member can only have one role at a time.
Crew roles are usually declared when boarding a ship but can be reassigned freely outside of combat (at the GM's discretion). During combat, a crew member can change roles only at the start of their starship's turn (see Changing Roles).
Minimum Crew Size
A starship must meet its minimum crew size (listed in its base frame) to operate. A starship that does not meet this minimum cannot take actions in combat and cannot fly.
Crew Roles
Captain
Limit: 1
Primary Skills: Diplomacy, Deception, Intimidation, or Society
Associated Starship System: Life Support
You are the leader in charge of the starship. You use your skills to boost your allies and hinder your foes.
Engineer
Primary Skills: Crafting (Engineering applications)
Alternate Skills: Physical Science Lore, Life Science Lore
Associated Starship System: Power Core
You work directly on the starship's power core. You use your skills to provide power to critical systems and minimize the effects of combat damage on the starship.
Gunner
Primary Skill: Piloting
Alternate Skills: Computers, Athletics, Acrobatics, or Arcana/Occultism
Associated Starship System: Weapons
You control your starship's weapon systems. The skills used to operate a starship's weapons depend on the type of targeting installed on the ship.
Pilot
Limit: 1
Primary Skill: Piloting
Alternate Skill: Athletics, Acrobatics, or Arcana/Occultism
Associated Starship System: Engines
You guide the starship through space. You use your skills to perform stunts and special maneuvers.
Science Officer
Primary Skill: Computers
Alternate Skill: Perception
Associated Starship System: Sensors
You monitor the starship's various sensors and computer systems. You use your skills to scan enemy starships and the environment.
Deck Officer (Chief Mate)
Primary Skill: Athletics or Acrobatics
Associated Starship System: Life Support
You manipulate the physical inner-workings of a starship to push systems beyond their normal capabilities.
Magic Officer
Primary Skills: Arcana, Occultism, or Religion
Associated Starship System: Life Support
You use your understanding of the cosmos to provide mystical insight to the rest of the crew.
Operator
Limit: 1 (special)
Associated Starship System: All
You are the sole operator of a starship. You can only assume this role if the starship has a minimum crew size of 1, and you cease to be the operator if there are any other active crew.
Operators can act as any two different crew roles per round but take a circumstance penalty to all d20 rolls equal to the starship's maximum crew size.
Auto-Pilot
Limit: 1 (special)
Starship Systems: Mainframe
The auto-pilot is a special role on any starship with a basic computer (or better) installed. The starship computer itself acts as the crew member for this role.
Auto-pilot does not count as a crew member for minimum/maximum crew sizes, nor can an auto-pilot act as a commanding officer for support crew.
Support Crew
You work to support the efforts of another officer. When you assume this role, select one crew member as your commanding officer. As long as you are trained in any one of the Support Skills of your officer's active role, you provide a +1 circumstance bonus to all of their starship rolls.
General Crew
You are a crew member tasked with the general operation and maintenance of the starship's functions. You count as part of the ship's active crew size.
Passenger
You are simply a passenger on the starship and do not participate in its operation. You do not count as part of the ship's active crew size.
NPC CREW ADVANCEMENT
While player characters naturally advance through leveling, NPC crew members represent the hired hands, specialists, and support staff that help operate larger starships. This section provides rules for managing NPC crew, their skill levels, costs, and advancement.
Crew Skill Levels
NPC crew members fall into five skill tiers based on their training and experience. Their proficiency modifier is applied to all starship checks they make in their assigned role.
| Skill Level | Proficiency | Modifier at Level 5 | Modifier at Level 10 | Description |
|---|---|---|---|---|
| Green (Untrained) | Untrained | +0 | +0 | Inexperienced crew with no formal training |
| Trained | Trained | +7 (5+2) | +12 (10+2) | Competent crew with basic certification |
| Veteran (Expert) | Expert | +9 (5+4) | +14 (10+4) | Experienced crew with specialized training |
| Elite (Master) | Master | +11 (5+6) | +16 (10+6) | Highly skilled crew with mastery of their role |
| Legendary | Legendary | +13 (5+8) | +18 (10+8) | The best of the best; rare and expensive |
Using NPC Crew: When an NPC crew member makes a starship check, they roll 1d20 + their proficiency modifier + the starship's relevant item bonuses + any other applicable bonuses or penalties. They do not add ability modifiers unless the GM rules they have exceptional abilities (typically +2 to +4).
Attribute Modifiers (Optional): If you want more variety in NPC crew, assign them attribute modifiers ranging from -1 (poor) to +4 (exceptional), with +0 to +2 being most common. Named NPCs should use their full character statistics.
Hiring Crew
Starship crews can be hired at ports, stations, and major settlements. The availability and cost of crew depends on both their skill level and the location.
Crew Hiring Costs
| Skill Level | Weekly Wage | Monthly Wage | Sign-On Bonus |
|---|---|---|---|
| Green | 5 gp | 20 gp | 10 gp |
| Trained | 20 gp | 80 gp | 50 gp |
| Veteran | 80 gp | 320 gp | 200 gp |
| Elite | 300 gp | 1,200 gp | 800 gp |
| Legendary | 1,000 gp | 4,000 gp | 3,000 gp |
Wages: Crew expect regular payment for their services. Missing a payment may result in morale penalties or crew desertion (see Crew Morale).
Sign-On Bonus: A one-time payment made when a crew member first joins the ship. This can be waived with a successful Diplomacy check (DC 15 for Green/Trained, DC 20 for Veteran, DC 25 for Elite, DC 30 for Legendary).
Crew Availability by Location
The size and type of port determines what skill levels are readily available for hire:
| Port Type | Available Skill Levels | Hiring Time |
|---|---|---|
| Outpost / Frontier | Green, Trained (DC 15 to find Veteran) | 1d4 days |
| Standard Starport | Green, Trained, Veteran | 1d3 days |
| Major Hub / Capital | All levels (DC 20 to find Legendary) | 1 day |
| Military Station | Trained, Veteran, Elite (with clearance) | 1d3 days |
Finding Crew: To find crew in a location, a PC can spend the indicated hiring time and make a Society or Diplomacy check. The DC varies based on what you're looking for:
- Green or Trained at appropriate port: Automatic success
- Veteran at Outpost: DC 15 Society or Diplomacy
- Elite at Major Hub: DC 20 Society or Diplomacy
- Legendary at Major Hub: DC 25 Society or Diplomacy
- Add +5 to DC if seeking crew with specific skills or backgrounds
Critical Success: Hiring time reduced by half; crew will work for 80% normal wage. Success: Find suitable crew at normal terms. Failure: No suitable crew found; must wait and try again. Critical Failure: No crew found; gain a bad reputation at this port (+2 DC to future hiring attempts here).
Minimum Crew Requirements
Each starship frame has minimum crew requirements listed in its statistics. Ships that don't meet these minimums cannot operate effectively:
| Frame Size | Typical Minimum Crew | Notes |
|---|---|---|
| Tiny (Racer, Interceptor, Fighter) | 1-2 | Can be operated solo with Operator role |
| Small-Medium | 1-6 | Requires at least Pilot + 1 other role |
| Large | 6-20 | Requires Pilot, Engineer, Gunner minimum |
| Huge+ | 20+ | Requires full command crew + support staff |
Operating Understaffed: Ships operating below minimum crew take a cumulative -2 circumstance penalty to all starship checks for each missing essential crew member (Pilot, Engineer, Science Officer, or Gunner).
Crew Advancement
NPC crew members can improve their skills over time through experience and training.
Experience-Based Advancement
Crew members gain experience through successful missions and combat encounters. Track Advancement Points (AP) for each crew member or for the crew as a whole (GM's choice).
Earning Advancement Points:
- Successful Mission: 1 AP per crew member involved
- Starship Combat Victory: 1 AP per crew member involved
- Critical Success on Important Check: 1 bonus AP for that crew member
- Exceptional Roleplay/Service: 1 bonus AP (GM discretion)
Advancement Thresholds:
| Current Level | AP Required | Advancement DC |
|---|---|---|
| Green → Trained | 5 AP | DC 15 |
| Trained → Veteran | 8 AP | DC 20 |
| Veteran → Elite | 12 AP | DC 25 |
| Elite → Legendary | 20 AP | DC 30 |
Making an Advancement Check: When a crew member reaches the required AP, you may attempt an advancement check. Roll 1d20 + the crew member's current proficiency modifier + the starship level.
Critical Success: The crew member advances to the next skill level and retains half their current AP (rounded down) toward the next advancement. Success: The crew member advances to the next skill level. Reset AP to 0. Failure: The crew member does not advance. They retain their current AP and can try again after earning 2 more AP. Critical Failure: The crew member does not advance and loses half their current AP (rounded down).
Training-Based Advancement
Alternatively, crew can be sent for formal training to advance their skills. This requires both time and money.
| Advancement | Training Cost | Training Time | Trainer DC |
|---|---|---|---|
| Green → Trained | 100 gp | 2 weeks | DC 15 |
| Trained → Veteran | 500 gp | 1 month | DC 20 |
| Veteran → Elite | 2,500 gp | 3 months | DC 25 |
| Elite → Legendary | 15,000 gp | 6 months | DC 30 |
Trainer Required: The crew member must train at a facility or under a trainer who meets the Trainer DC. Finding a suitable trainer requires a Society check at the same DC at an appropriate port.
Training Check: At the end of the training period, the crew member (or their trainer) makes a check using the relevant skill with the Trainer DC. Use the advancement check results above.
Accelerated Training: You can reduce training time by 25% by increasing the cost by 50%. You can reduce training time by 50% by doubling the cost and increasing the Trainer DC by 5.
Mixed Advancement (Optional)
GMs can allow crew to combine experience and training. A crew member with at least half the required AP can undergo training at half the cost and time, gaining a +2 circumstance bonus to their advancement check.
Crew Morale (Optional Subsystem)
Crew morale represents the overall spirit and dedication of your NPC crew. High morale leads to better performance, while low morale can sabotage operations.
Morale Levels
Each crew member (or the crew as a whole) has a morale level:
| Morale Level | Effects | Status Modifier |
|---|---|---|
| Excellent | Crew gains +1 status bonus to all starship checks | +1 |
| Good | No mechanical effect | +0 |
| Neutral | No mechanical effect | +0 |
| Poor | Crew takes -1 status penalty to all starship checks | -1 |
| Terrible | Crew takes -2 status penalty; may desert or mutiny | -2 |
Starting Morale: Newly hired crew start at Neutral morale. Well-paid crew (150% wage) start at Good morale.
Events That Raise Morale
Each event raises morale by one step (maximum Excellent):
- Victory in Combat: Major victory against dangerous foes
- Paid On Time: Receiving wages consistently for 3+ payments
- Bonus Pay: Receiving a bonus equal to 50%+ of monthly wage
- Shore Leave: 1 week of shore leave at a desirable location
- Upgraded Quarters: Installing Recreation Suite or better crew quarters
- Saved from Danger: PCs rescue crew from life-threatening situation
- Inspirational Leadership: Captain succeeds at DC 20 Diplomacy check (once per week)
Events That Lower Morale
Each event lowers morale by one step:
- Defeat in Combat: Ship badly damaged or forced to flee
- Missed Payment: Wages not paid on time
- Harsh Conditions: Living in cramped quarters for 1+ month
- Crew Death: One or more crew members killed
- Reckless Endangerment: PCs put crew in unnecessary danger
- Betrayal: Breaking a promise or agreement with crew
- Oppressive Captain: Captain fails at DC 20 Diplomacy check (critical failure only, once per week)
Consequences of Low Morale
Poor Morale: Crew complains frequently. Once per session, a random crew member may refuse an order (requiring a DC 20 Intimidation or Diplomacy check to convince them).
Terrible Morale: Crew actively seeks to leave. Each week at Terrible morale, roll 1d20:
- 1-5: One crew member deserts at the next port
- 6-10: Crew demands better conditions (wage increase, shore leave, etc.)
- 11-15: Crew works at minimum effort (no bonus AP can be earned)
- 16-19: No immediate consequence, but morale remains Terrible
- 20: Crew stages a mutiny attempt (requires opposed Leadership check)
Recovering from Low Morale: To raise morale from Poor or Terrible, you must address the crew's concerns (pay back wages, improve conditions, etc.) AND succeed at a DC 20 Diplomacy check. This takes 1 day of downtime per morale step you wish to raise.
Named NPCs vs Generic Crew
Not all crew members need detailed statistics. Use these guidelines:
Generic Crew
Use for: Ordinary crew members who operate in groups and fill standard roles.
Statistics:
- Skills: Use proficiency modifier only (no ability scores needed)
- Hit Points: 1 HP per crew member (for boarding actions)
- Saves: Equal to their proficiency modifier
- Personality: Basic description ("gruff veteran," "eager rookie")
Group Management: You can track groups of generic crew together (e.g., "5 Trained gunners" or "10 Green maintenance crew") rather than individually.
Named NPCs
Use for: Important crew members with personalities, backgrounds, and potential character arcs.
Statistics:
- Full Character Sheet: Use standard NPC or PC creation rules
- Skills: Use their full skill modifiers (ability + proficiency + other)
- Development: Named NPCs can gain class levels instead of simple skill advancement
- Personality: Detailed background, motivations, quirks, and relationships
Benefits of Named NPCs:
- Can go on away missions with PCs
- Provide roleplay opportunities and story hooks
- Can become beloved crew members or dramatic rivals
- May eventually join the party as full PCs
Advancement for Named NPCs: Named NPCs advance using standard character advancement rules (gaining levels) rather than the crew skill advancement system. However, they should generally stay 1-3 levels below the party's average level to maintain the PCs as the primary heroes.
STARSHIP CHECKS
Skill checks made on behalf of a starship are called starship checks. These checks are made using a combination of a crew member's skill and the quality and condition of the starship's parts.
Starship Check = 1d20 + crew member's skill modifier + item bonuses from starship parts + circumstance/status bonuses/penalties
Initiative Check
Starship System: Base Frame, Thrusters
Allowed Skills: Piloting
Allowed Roles: Pilot, Operator, Auto-Pilot
Starship initiative checks are performed at the start of combat by the starship's pilot to determine turn order. The ship's frame and thrusters provide item bonuses to this check.
Sensors Check
Starship System: Sensors
Allowed Skills: Computers
Alternate Skills: Perception
Allowed Roles: Science Officer, Operator, Auto-Pilot
Power Core Check
Starship System: Power Core
Allowed Skills: Crafting
Alternate Skills: Physical Science Lore
Allowed Roles: Engineer, Operator
Repair Check
Starship System: Any damaged system
Allowed Skills: Crafting
Allowed Roles: Engineer, Operator, Deck Officer
Flight Check
Starship System: Thrusters
Allowed Skills: Piloting
Alternate Skills: Athletics, Acrobatics
Allowed Roles: Pilot, Operator, Auto-Pilot
Gunnery Check
Starship System: Weapons
Allowed Skills: Piloting
Alternate Skills: Computers, Athletics, Acrobatics, Arcana/Occultism
Allowed Roles: Gunner, Operator, Auto-Pilot
Leadership Check
Starship System: Life Support
Allowed Skills: Diplomacy, Deception, Intimidation
Allowed Roles: Captain, Operator
Magic Check
Starship System: Life Support
Allowed Skills: Arcana, Occultism, Religion
Allowed Roles: Magic Officer, Operator
BASIC STARSHIP STATISTICS
Starship Armor Class (AC)
A starship's Armor Class is its defense against direct-fire weapons.
AC = frame AC (from table) + armor item bonus + pilot's proficiency modifier (without level) + other bonuses/penalties
Note: Frame AC values in the table already include the base 10. The pilot adds only their proficiency bonus (+2/+4/+6/+8) to AC, not their full skill modifier, to prevent excessive scaling.
Starship Target Lock (TL)
A starship's Target Lock defines how good it is at warding off tracking weapons and scans.
TL = frame TL (from table) + countermeasures item bonus + pilot's proficiency modifier (without level) + other bonuses/penalties
Note: Frame TL values in the table already include the base 10.
Speed
The speed of the starship in hexes, determined by the ship's thrusters.
Flight Mod
The total item bonus (or penalty) to Flight checks from starship parts.
Hull Points (HP)
The overall status of the ship's hull. When Hull Points reach zero, the starship is disabled. If HP reaches a negative amount equal to its total HP, it is completely destroyed.
Repairing Hull Points: You can repair HP with 5 hours of work while the starship is stationary. You must access the outside of the ship, and it costs 10 UPB per HP repaired. Attempt a Crafting check against the starship's level DC. Success halves the cost or time; for every 10 you exceed the DC, halve again.
SYSTEMS AND CRITICAL CONDITIONS
Each starship has a number of systems. When a starship suffers a critical hit (or similar effect), a system suffers a Critical Condition.
There are three stages of condition:
- Glitching: -2 circumstance penalty to related checks
- Malfunctioning: -4 circumstance penalty to related checks
- Wrecked: -8 circumstance penalty to related checks (effectively non-functional)
If a randomly selected system is already Wrecked, roll again until you select a non-Wrecked system.
Critical Conditions Table (d20)
| Roll | System |
|---|---|
| 1-3 | Life Support |
| 4-6 | Sensors |
| 7-9 | Weapons* |
| 10-12 | Engines |
| 13-15 | Power Core |
| 16-18 | Shields |
| 19-20 | Expansion Bays* |
*Choose a specific weapon or expansion bay at random.
STARSHIP COMBAT
HOW COMBAT WORKS
Like tactical combat, starship combat is cyclical, operating in rounds and turns.
Combat Flow
- Setup & Determining Awareness: The combat area is set up on a hex grid. The GM determines which starships are potentially surprised. Each of these starships makes a Sensors check with a DC set by the GM (typically the Stealth DC of the opposing force).
- Initiative: All non-surprised starships roll an initiative check. Combatants act each round from highest to lowest.
- Surprise Round: If any starships are surprised, combat begins with a surprise round. Each aware starship takes their turn. Surprised ships are flat-footed (–2 circumstance penalty to AC and TL) and cannot take crew actions or reactions.
- First Normal Combat Round: Starships take turns in initiative order. Surprised starships cease to be surprised at the start of their first turn.
- Continuing Combat: After all starships have had a turn, the next round begins. New starships entering combat roll initiative and are inserted into the order.
Combat Rounds
Each round of starship combat is divided into turns. Each starship gets one turn in initiative order.
On each starship's turn, each crew member gains 1 action. They can use their actions in any order on any action available to their current role. Unused actions are lost at the end of the turn.
Movement
Starships move on their turn as a result of pilot actions. Starships must end their movement in an unoccupied hex but can pass through other ships' spaces.
Attacks of Opportunity
Whenever a ship passes through an enemy ship's space or exits a hex within one space of an enemy ship, they provoke an Attack of Opportunity from that enemy.
Each starship can attempt one Attack of Opportunity per round with a direct-fire weapon. This does not count against normal actions.
Some actions allow movement without provoking.
CREW ACTIONS
During a starship's turn, each crew member can take 1 action. The actions available are limited by their role.
Changing Roles
At the start of a starship's turn, crew members may change roles without consuming an action.
CAPTAIN ACTIONS
Captains use their actions to guide their crew to victory.
Some Captain actions have a Push effect. Before rolling, you can voluntarily increase the DC by 5 (Hard adjustment). If you succeed at this higher DC, you gain the Push effect as well.
Encourage
You attempt to inspire a crew member to perform better. Choose a crew member (other than yourself) who is about to perform a check but hasn't rolled yet.
Leadership DC: Trained DC 15 (Push: DC 20)
| Result | Effect |
|---|---|
| Critical Success | Target gains a +2 status bonus to their check; +3 if Pushed |
| Success | Target gains a +1 status bonus to their check; +2 if Pushed |
| Failure | Target takes a -1 status penalty to their check |
| Critical Failure | Target takes a -2 status penalty to their check |
Coordinate
You lay out a specific battle plan for your crew. Call out at least two crew members who have not yet acted, along with the specific actions you want each to perform.
Leadership DC: Trained DC 15 (Push: DC 20)
| Result | Effect |
|---|---|
| Critical Success | Each called crew member gains +2 status bonus if they follow the plan |
| Success | Each called crew member gains +1 status bonus if they follow the plan |
| Failure | Called crew members take -1 status penalty if they follow the plan |
| Critical Failure | Called crew members take -2 status penalty if they follow the plan |
Intervene
When a crew member fails to meet expectations, you attempt to take matters into your own hands. After a crew member rolls a check, you reroll the check using your own skill modifiers but applying the same bonuses and penalties from starship parts and actions.
Effect: The crew member must use your result in place of their own.
Taunt
You open a comms channel with an enemy ship and attempt to coerce them into making a tactical error. Choose a target ship and a language you can speak.
Leadership DC: Target captain's Perception DC
| Result | Effect |
|---|---|
| Critical Success | Target ship takes -2 status penalty to all checks until start of your next turn |
| Success | Target ship takes -1 status penalty to all checks until start of your next turn |
| Failure | No effect |
| Critical Failure | Target gains +1 status bonus to all checks until start of your next turn |
Rally (Expert in Diplomacy or Intimidation required)
You boost your crew's morale with a rallying cry or determined speech.
Leadership DC: Expert DC 20
| Result | Effect |
|---|---|
| Critical Success | All allies on your ship gain +2 status bonus to next check this turn |
| Success | All allies gain +1 status bonus to next check this turn |
| Failure | No effect |
| Critical Failure | All allies take -1 status penalty to next check this turn |
Inspire (Master in Diplomacy required)
You deliver a moving speech to the crew.
Leadership DC: Master DC 30
Cost: 1 Hero Point
| Result | Effect |
|---|---|
| Critical Success | Allies can roll twice and take the better result for remainder of round |
| Success | Allies can roll twice and take the better result for their next action |
| Failure | No effect |
| Critical Failure | You cannot use Inspire again this combat |
PILOT ACTIONS
Idle
The default action if no Pilot action is chosen. No Flight check required.
Effect: Your starship thrusters hold position. Your ship does not move, and you lose your proficiency bonus to AC and TL until the start of your ship's next turn.
Glide
You attempt a simple flight path at a safe speed.
Flight DC: Trained DC 15
| Result | Effect |
|---|---|
| Critical Success | Move up to speed; +1 circumstance bonus to AC until next turn |
| Success | Move up to speed; -1 circumstance penalty to TL until next turn |
| Failure | Move up to half speed; -1 circumstance penalty to AC, TL, and Gunnery until next turn |
| Critical Failure | Move 1 hex; -2 circumstance penalty to AC, TL, and Gunnery until next turn |
Fly
You attempt a standard flight path, taking full advantage of your starship's capabilities.
Flight DC: Trained DC 15
| Result | Effect |
|---|---|
| Critical Success | Move up to speed +1 |
| Success | Move up to speed |
| Failure | Move up to half speed; -1 circumstance penalty to Gunnery until next turn |
| Critical Failure | Move up to half speed; -2 circumstance penalty to all checks until next turn |
Full Power
PCU Cost: 5
You push your starship's speed and maneuverability to their limits.
Flight DC: Expert DC 20
| Result | Effect |
|---|---|
| Critical Success | Move up to speed +2 |
| Success | Move up to speed +1 |
| Failure | Move up to speed -2 (minimum 1); -1 circumstance penalty to AC, TL, and Gunnery until next turn |
| Critical Failure | Move up to half speed; -2 circumstance penalty to AC, TL, and Gunnery until next turn |
Overdrive (Expert in Piloting required)
PCU Cost: 10
You push the thrusters well beyond their limits.
Flight DC: Expert DC 20
| Result | Effect |
|---|---|
| Critical Success | Move up to 2× speed; next turn speed reduced by 1 |
| Success | Move up to 2× speed; next turn speed reduced by 1 and -2 to Pilot actions |
| Failure | Move up to 2× speed in straight line; -2 circumstance penalty to Gunnery; next turn speed reduced by 1 and -2 to Pilot actions |
| Critical Failure | Move up to speed in straight line; thrusters become Glitching |
Align
You line up your starship to allow crew to interact with a stationary target within 1 space.
Flight DC: Trained DC 15 (may vary)
| Result | Effect |
|---|---|
| Success | Move into target's space without provoking; crew may interact with target |
| Failure | You fail to safely align; nothing happens |
PILOT STUNT ACTIONS
Stunts are special Pilot actions that provide benefits beyond standard flying.
Learning Stunts: The first time a character becomes Trained in Piloting and every time their proficiency rank increases (Expert, Master, Legendary), they may choose a new stunt to learn as a Signature Stunt.
Unpracticed Stunts: If you attempt a stunt that isn't one of your Signature Stunts, the DC increases by 5 (Hard adjustment).
Breakthrough: Before attempting a Signature Stunt, you can voluntarily increase the DC by 5 to add a Breakthrough result on critical success.
Barrel Roll
PCU Cost: 2
You attempt a combination roll and loop, throwing off an enemy's aim. Choose a target.
Flight DC: Expert DC 20 (Breakthrough: DC 25)
| Result | Effect |
|---|---|
| Critical Success | Move up to speed; +2 circumstance bonus to AC and TL vs chosen target (Breakthrough: +3) |
| Success | Move up to speed; +1 circumstance bonus to AC and TL vs chosen target |
| Failure | Move up to half speed; -2 circumstance penalty to next crew action |
| Critical Failure | Move up to half speed; -2 circumstance penalty to all actions until next turn |
Escape
PCU Cost: 2
You perform calculated speed and angle adjustments to dodge tracking weapons. Choose a target.
Flight DC: Trained DC 15 (Breakthrough: DC 20)
| Result | Effect |
|---|---|
| Critical Success | Move up to speed; +3 circumstance bonus to TL vs chosen target (Breakthrough: +4) |
| Success | Move up to speed; +2 circumstance bonus to TL vs chosen target |
| Failure | Move up to speed -1; -1 circumstance penalty to TL |
| Critical Failure | Move up to half speed; -2 circumstance penalty to TL |
Evade
You focus on a particular enemy's blind spots. Choose a target.
Flight DC: Expert DC 20 (Breakthrough: DC 25)
| Result | Effect |
|---|---|
| Critical Success | Move up to speed; +3 circumstance bonus to AC vs chosen target (Breakthrough: +4) |
| Success | Move up to speed; +2 circumstance bonus to AC vs chosen target |
| Failure | Move up to speed -1; -1 circumstance penalty to AC |
| Critical Failure | Move up to half speed; -2 circumstance penalty to AC |
Flip & Burn
PCU Cost: 4
You cut engines, flip your ship, then fire engines in the opposite direction.
Flight DC: Expert DC 20 (Breakthrough: DC 25)
| Result | Effect |
|---|---|
| Critical Success | Move 1 + up to speed +1; +2 circumstance bonus to AC and TL vs all enemies (Breakthrough: force initiative reroll) |
| Success | Move 1 + up to speed; +1 circumstance bonus to AC and TL vs all enemies |
| Failure | Move up to half speed in straight line; -2 circumstance penalty to Gunnery |
| Critical Failure | Move up to half speed in straight line; -2 circumstance penalty to all checks |
Strafe
PCU Cost: 4
You position your ship to maximize weapon effectiveness against a target. Choose a target.
Flight DC: Expert DC 20 (Breakthrough: DC 25)
| Result | Effect |
|---|---|
| Critical Success | Move up to speed; next Gunnery check vs target gains +3 circumstance bonus (Breakthrough: +4) |
| Success | Move up to speed; next Gunnery check vs target gains +2 circumstance bonus |
| Failure | Move up to speed; -1 circumstance penalty to AC |
| Critical Failure | Move up to half speed; -2 circumstance penalty to AC and Gunnery |
Gambit (Master in Piloting required)
You string together two stunts into one fluid gambit. Perform any two Signature Stunts with a -2 circumstance penalty to each Flight check.
ENGINEER ACTIONS
Engineers manage the power core and repair damaged systems.
Divert
You divert power to boost a starship system.
PCU Cost: 1-5 (varies by boost level)
Power Core DC: Level-based DC of starship
| PCU Spent | Boost Level |
|---|---|
| 1 | Minor: +1 status bonus |
| 3 | Moderate: +2 status bonus |
| 5 | Major: +3 status bonus and extend range by 1 |
| Result | Effect |
|---|---|
| Critical Success | System gains boost +1 level higher than selected |
| Success | System is energized with selected boost level until end of round |
| Failure | PCU is spent but system is not energized |
| Critical Failure | PCU is spent; system takes -1 status penalty until end of round |
Restore Shields
PCU Cost: Varies (5 for 25%, 10 for 50%, 20 for 75%, 40 for 100%)
You redirect power to restore shields.
Power Core DC: Shield's Restore DC (+0/+2/+5/+10 based on percentage)
| Result | Effect |
|---|---|
| Critical Success | Restore chosen percentage +25% (max 100%) |
| Success | Restore chosen percentage of max Shield Points |
| Failure | Nothing happens |
| Critical Failure | Shields take -1 status penalty to regeneration for rest of combat |
Patch System
You attempt to fix a damaged system.
Repair DC:
- Glitching: Trained DC 15
- Malfunctioning: Expert DC 20
- Wrecked: Master DC 30
| Result | Effect |
|---|---|
| Critical Success | Apply 2 Patches to the system |
| Success | Apply 1 Patch to the system |
| Failure | Nothing happens |
| Critical Failure | Remove 1 existing Patch from the system |
Patches Required to Repair:
- Glitching → Normal: 2 Patches
- Malfunctioning → Glitching: 3 Patches
- Wrecked → Malfunctioning: 4 Patches
Hold it Together (Trained in Crafting required)
You make a desperate attempt to keep damaged components working. Choose any number of damaged systems.
Repair DC: Expert DC 20 + 1 per Glitching + 2 per Malfunctioning + 4 per Wrecked system
| Result | Effect |
|---|---|
| Critical Success | Chosen systems treated as two stages better until start of next turn |
| Success | Chosen systems treated as one stage better until start of next turn |
| Failure | Remove 1 Patch from each chosen system |
| Critical Failure | Each chosen system worsens by one stage |
Emergency Repairs (Expert in Crafting required)
You attempt external hull repairs mid-combat. You must access the exterior of the ship (ship must be stationary or you must already be outside).
Repair DC: Trained DC 15 + (HP to repair ÷ 2)
| Result | Effect |
|---|---|
| Critical Success | Restore desired HP at half UPB cost |
| Success | Restore desired HP (20 UPB per HP) |
| Failure | No HP restored |
| Critical Failure | No HP restored; you take damage equal to 1d6 per 5 HP attempted |
While Outside: You can only perform Emergency Repairs. If the ship takes hull damage, you take half (Reflex DC 20 negates). If the ship takes a Pilot action other than Idle, DC 25 Reflex or you're disconnected.
SCIENCE OFFICER ACTIONS
Science Officers use the ship's sensors to gather information and provide tactical advantages.
Range Penalty: You take a -2 circumstance penalty per hex your target is beyond your sensor's range.
Identify
You perform a preliminary scan to identify a target.
Sensors DC: Target's TL
| Result | Effect |
|---|---|
| Critical Success | Learn basic info + one system's status; target is Identified |
| Success | Learn basic info (manufacturer, model, size, registration); target is Identified |
| Failure | Target is not Identified |
| Critical Failure | Target is not Identified; you cannot attempt to Identify this target again this combat |
Sweep: You can Identify multiple targets at once. Take a cumulative -2 circumstance penalty for each target beyond the first.
Analyze System
PCU Cost: 1
You perform a deep scan on an Identified Target to analyze one of their systems (Defenses, Life Support, Sensors, Weapons, Engines, Power Core, or Expansion Bays).
Sensors DC: Target's TL
| Result | Effect |
|---|---|
| Critical Success | Learn detailed info about two systems; both are Analyzed |
| Success | Learn detailed info about chosen system; it is Analyzed |
| Failure | System is not Analyzed |
| Critical Failure | System is not Analyzed; you cannot analyze this system again this combat |
Lock On
PCU Cost: 2
You lock your targeting systems onto an enemy's weakness.
Sensors DC: Target's TL
| Result | Effect |
|---|---|
| Critical Success | Next attack against target deals +2 damage dice |
| Success | Next attack against target deals +1 damage die |
| Failure | No effect |
| Critical Failure | Target gains +1 circumstance bonus to AC and TL vs your ship until your next turn |
Scan Environment
You scan the surrounding environment for tactical opportunities.
Sensors DC: Set by GM (typically Trained DC 15 to Expert DC 20)
| Result | Effect |
|---|---|
| Critical Success | Identify significant tactical feature + one hidden feature |
| Success | Identify one significant tactical feature in the area |
| Failure | No useful information |
| Critical Failure | GM provides misleading information |
Jam Communications (Expert in Computers required)
PCU Cost: 3
You attempt to jam an enemy ship's communications.
Sensors DC: Target's TL + 2
| Result | Effect |
|---|---|
| Critical Success | Target cannot communicate or call for reinforcements for 1d4 rounds |
| Success | Target cannot communicate for 1 round |
| Failure | No effect |
| Critical Failure | Your own communications are disrupted for 1 round |
GUNNER ACTIONS
Gunners fire the ship's weapons at enemy targets.
Shoot
You fire a direct-fire weapon at an enemy target.
Gunnery DC: Target's AC
| Result | Effect |
|---|---|
| Critical Success | Hit + roll on Critical Conditions table |
| Success | Hit; deal weapon damage |
| Failure | Miss |
| Critical Failure | Miss; weapon cannot be fired until start of next turn |
Launch
You fire a tracking weapon (torpedo, missile) at an enemy target.
Gunnery DC: Target's TL
PCU Cost: Varies by weapon
| Result | Effect |
|---|---|
| Critical Success | Projectile hits; deal weapon damage + roll on Critical Conditions table |
| Success | Projectile spawns and moves toward target; hits if it reaches target's space |
| Failure | Projectile spawns but is off-target (-2 to future checks to hit) |
| Critical Failure | Weapon misfires; cannot be used until repaired |
Suppressive Fire (Expert in Piloting required)
You lay down suppressive fire in an area.
Gunnery DC: Expert DC 20
| Result | Effect |
|---|---|
| Critical Success | Ships entering or starting in area take -2 circumstance penalty to all checks |
| Success | Ships entering or starting in area take -1 circumstance penalty to all checks |
| Failure | No effect |
| Critical Failure | Your ship takes -1 circumstance penalty to AC until your next turn |
Precise Shot (Master in Piloting required)
You target a specific system on an enemy ship.
Gunnery DC: Target's AC + 5 (Hard adjustment)
| Result | Effect |
|---|---|
| Critical Success | Hit chosen system; system takes 2 stages of Critical Condition |
| Success | Hit chosen system; system takes 1 stage of Critical Condition |
| Failure | Miss |
| Critical Failure | Miss; your weapons system becomes Glitching |
DECK OFFICER ACTIONS
Deck Officers physically manipulate ship systems for enhanced performance.
Deck Officer actions often have a Risk option. Before rolling, you can take 1-3 Risks, increasing both the potential benefit and the penalty on failure.
Quick Fix
PCU Cost: 1 + 1 per Risk
You attempt manual adjustments to aid a crew member's action. After another crew member rolls a check but before the result is revealed, roll a Maintenance check.
Maintenance DC: Trained DC 15 + 2 per Risk
| Result | Effect |
|---|---|
| Critical Success | +2 circumstance bonus to triggering check (+1 per Risk) |
| Success | +1 circumstance bonus to triggering check (+1 per Risk) |
| Failure | -1 circumstance penalty to all triggering crew member's actions until end of turn |
| Critical Failure | -2 circumstance penalty + 1 per Risk to all triggering crew member's actions |
Overload Weapon
PCU Cost: 1 + 1 per Risk
You bypass safety mechanisms to increase weapon power.
Maintenance DC: Expert DC 20 + 2 per Risk
| Result | Effect |
|---|---|
| Critical Success | Weapon deals +2 damage dice (+1 per Risk); ship takes 1d4 damage |
| Success | Weapon deals +1 damage die (+1 per Risk); ship takes 1d4 damage (+1d4 per Risk) |
| Failure | Ship takes 1d8 damage + 1d8 per Risk directly to hull |
| Critical Failure | Weapon suffers Critical Condition; ship takes 1d12 + 1d12 per Risk damage |
Direct Access
PCU Cost: 1 + 1 per Risk
You physically repair a damaged system, risking personal injury.
Maintenance DC:
- Glitching: Trained DC 15 + 2 per Risk
- Malfunctioning: Expert DC 20 + 2 per Risk
- Wrecked: Master DC 30 + 2 per Risk
| Result | Effect |
|---|---|
| Critical Success | Apply 2 Patches + 1 per Risk |
| Success | Apply 1 Patch + 1 per Risk |
| Failure | You take damage: 1d6 (Glitching), 2d6 (Malfunctioning), 4d6 (Wrecked) + 1d6 per Risk |
| Critical Failure | Damage as Failure × 2; system worsens by 1 stage |
Manual Evasion
PCU Cost: 1 + 1 per Risk
You prepare to make manual alterations to secondary systems for evasion. Once before your next turn, when your ship is targeted by a direct-fire attack, you can roll a Maintenance check.
Maintenance DC: Expert DC 20 + 2 per Risk
| Result | Effect |
|---|---|
| Critical Success | +2 circumstance bonus to AC for this attack + 1 per Risk |
| Success | +1 circumstance bonus to AC for this attack + 1 per Risk |
| Failure | -1 circumstance penalty to AC for this attack |
| Critical Failure | -1 circumstance penalty to AC + 1 per Risk |
MAGIC OFFICER ACTIONS
Magic Officers build up mystical energy and unleash it for powerful effects.
Magic Points (MP): An abstract representation of built-up mystical energy. MP resets to zero at the start and end of combat. MP is shared by all Magic Officers on a ship.
Some actions have an Amplify option. Before rolling, you can spend additional MP to increase both the DC and potential benefits.
Focus
You build up mystical energy for your ship.
Magic DC: Trained DC 15
| Result | Effect |
|---|---|
| Critical Success | Gain 2 MP |
| Success | Gain 1 MP |
| Failure | Gain 0 MP |
| Critical Failure | Lose 1 MP (minimum 0) |
Scry
MP Cost: 1 + 1 per Amplify
You use divination to peer into an enemy's intentions.
Magic DC: Target's TL (+ 2 per Amplify)
| Result | Effect |
|---|---|
| Critical Success | Ask 2 questions + 1 per Amplify about target's intentions/capabilities |
| Success | Ask 1 question + 1 per Amplify |
| Failure | MP spent; no information gained |
| Critical Failure | MP spent; GM provides false information |
Precognition
MP Cost: 2 + 1 per Amplify
You glimpse possible futures to aid an ally's actions.
Magic DC: Expert DC 20 (+ 2 per Amplify)
| Result | Effect |
|---|---|
| Critical Success | Ally can roll twice and take better result; ally rerolls 1s |
| Success | Ally can roll twice and take the better result on their next check |
| Failure | No effect |
| Critical Failure | Ally must roll twice and take the worse result |
Mystic Haze
MP Cost: 3
You create a cloud of mystical interference around your ship.
Magic DC: Expert DC 20
| Result | Effect |
|---|---|
| Critical Success | Enemies take -2 circumstance penalty to target your ship; lasts 2 rounds |
| Success | Enemies take -1 circumstance penalty to target your ship; lasts 1 round |
| Failure | No effect |
| Critical Failure | Your ship takes -1 circumstance penalty to target enemies for 1 round |
Eldritch Shot (Expert in Arcana, Occultism, or Religion required)
MP Cost: 2 + 1 per Amplify
You channel magical energy through a weapon system.
Magic DC: Target's AC (+ 2 per Amplify)
| Result | Effect |
|---|---|
| Critical Success | Deal 2d6 + 1d6 per Amplify force damage; ignores shields |
| Success | Deal 1d6 + 1d6 per Amplify force damage; ignores shields |
| Failure | Deal half damage to shields only |
| Critical Failure | No damage; lose additional 1 MP |
BUILDING STARSHIPS
BUILD POINTS
Starships are built using Build Points (BP). A party's BP pool is determined by their Average Party Level (APL).
BP by Level Table
| Level | BP | Level | BP |
|---|---|---|---|
| 1 | 60 | 11 | 210 |
| 2 | 70 | 12 | 240 |
| 3 | 80 | 13 | 270 |
| 4 | 95 | 14 | 300 |
| 5 | 110 | 15 | 340 |
| 6 | 125 | 16 | 380 |
| 7 | 145 | 17 | 430 |
| 8 | 165 | 18 | 490 |
| 9 | 180 | 19 | 560 |
| 10 | 195 | 20 | 650 |
A party can use their BP to purchase multiple ships. All of a party's ships are considered the same level.
BASE FRAMES
Limit: 1
The base frame determines the ship's size, maneuverability, and core statistics.
Full Component List: See
../compiled/COMPILED_STARSHIP_CATALOG.mdSection 1 (Base Frames) for complete options and additional variants.
Frame Properties
- Size: T (Tiny), S (Small), M (Medium), L (Large), H (Huge), G (Gargantuan), C (Colossal), Sc (Supercolossal)
- Mod: Item bonus/penalty to Flight checks
- HP: Maximum hull points
- HP+: HP gained per level after 1st
- DT: Damage Threshold (reduces incoming hull damage)
- AC: Base Armor Class bonus
- TL: Base Target Lock bonus
- Mounts: Available weapon mounts (MA=Manipulator Arm, P=Pack, L=Light, H=Heavy, C=Capital, SM=Spinal)
- Crew: Minimum-Maximum crew sizes
- EX: Expansion bay slots
- BP: Build Point cost
Frame Statistics Table
| Frame | Size | Mod | HP | HP+ | DT | AC | TL | Mounts | Crew | EX | BP |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Racer | T | +3 | 20 | 5 | 0 | 12 | 13 | 1L | 1-1 | 0 | 4 |
| Interceptor | T | +3 | 30 | 5 | 0 | 11 | 13 | 1L | 1-1 | 0 | 6 |
| Fighter | T | +2 | 35 | 5 | 0 | 10 | 12 | 2L | 1-2 | 0 | 8 |
| Mobile Suit | T | +1 | 40 | 5 | 0 | 10 | 12 | 2MA/2P | 1-2 | 0 | 10 |
| Shuttle | S | +2 | 35 | 5 | 0 | 11 | 11 | 1L | 1-4 | 3 | 6 |
| Light Freighter | M | +1 | 55 | 10 | 0 | 10 | 10 | 2L | 1-6 | 4 | 12 |
| Transport | M | +0 | 70 | 15 | 5 | 9 | 9 | 4L | 1-6 | 5 | 15 |
| Destroyer | L | -1 | 85 | 15 | 5 | 8 | 9 | 4L/1H | 6-20 | 4 | 25 |
| Heavy Freighter | L | -1 | 100 | 20 | 5 | 8 | 8 | 3L/1H | 6-20 | 6 | 30 |
| Cruiser | H | -2 | 140 | 25 | 10 | 7 | 8 | 3L/3H | 20-100 | 6 | 50 |
| Carrier | H | -2 | 150 | 25 | 10 | 7 | 7 | 2H/1C | 20-100 | 8 | 60 |
| Battleship | G | -3 | 200 | 40 | 15 | 6 | 7 | 2L/4H/1C | 100-300 | 8 | 100 |
| Dreadnought | C | -4 | 300 | 50 | 20 | 5 | 6 | 3L/6H/2C | 150-500 | 10 | 150 |
| Base Ship | Sc | -5 | 500 | 75 | 25 | 4 | 5 | 12H/3C | 500-10000 | — | 250 |
BASIC PARTS
Power Core
Limit: 1
Power cores provide PCU for starship actions.
Full Component List: See
../compiled/COMPILED_STARSHIP_CATALOG.mdSection 2 (Power Cores) for complete options and additional variants.
| Core | PCU | Regen | Size | BP |
|---|---|---|---|---|
| Micron Ultralight | 20 | 4 | T | 4 |
| Micron Light | 30 | 6 | T | 6 |
| Micron Heavy | 40 | 8 | T | 8 |
| Pulse Standard | 50 | 5 | S-M | 7 |
| Pulse Heavy | 75 | 8 | S-M | 10 |
| Arcus Standard | 100 | 10 | M-L | 12 |
| Arcus Heavy | 150 | 12 | M-L | 16 |
| Nova Standard | 200 | 15 | L-H | 20 |
| Nova Heavy | 300 | 20 | L-H | 30 |
| Gateway Standard | 400 | 25 | H-G | 40 |
| Gateway Heavy | 600 | 35 | H-G | 55 |
| Titan Standard | 800 | 40 | G-C | 70 |
| Titan Heavy | 1200 | 60 | Sc | 100 |
Thrusters
Thrusters modify speed and maneuverability.
Full Component List: See
../compiled/COMPILED_STARSHIP_CATALOG.mdSection 3 (Thrusters) for complete options and additional variants.
| Thruster | Speed | Mod | Size | BP |
|---|---|---|---|---|
| T4 | 4 | +2 | T | 3 |
| T6 | 6 | +1 | T | 4 |
| T8 | 8 | +0 | T | 5 |
| S4 | 4 | +1 | S | 4 |
| S6 | 6 | +0 | S | 5 |
| M4 | 4 | +0 | M | 5 |
| M6 | 6 | -1 | M | 6 |
| L4 | 4 | -1 | L | 8 |
| H4 | 4 | -2 | H | 12 |
| G4 | 4 | -3 | G | 16 |
| C3 | 3 | -4 | C | 20 |
| Sc2 | 2 | -5 | Sc | 25 |
Armor
Armor improves AC.
Full Component List: See
../compiled/COMPILED_STARSHIP_CATALOG.mdSection 4 (Armor) for complete options and additional variants.
| Armor | AC Bonus | Penalty | BP |
|---|---|---|---|
| Mk 1 | +1 | — | 2 |
| Mk 2 | +2 | — | 4 |
| Mk 3 | +3 | -1 TL | 6 |
| Mk 4 | +4 | -1 TL | 9 |
| Mk 5 | +5 | -2 TL | 12 |
| Mk 6 | +6 | -2 TL | 15 |
| Mk 7 | +7 | -3 TL | 20 |
| Mk 8 | +8 | -3 TL | 25 |
Countermeasures
Countermeasures improve TL.
Full Component List: See
../compiled/COMPILED_STARSHIP_CATALOG.mdSection 5 (Countermeasures) for complete options and additional variants.
| Countermeasures | TL Bonus | BP |
|---|---|---|
| Mk 1 | +1 | 2 |
| Mk 2 | +2 | 4 |
| Mk 3 | +3 | 6 |
| Mk 4 | +4 | 9 |
| Mk 5 | +5 | 12 |
| Mk 6 | +6 | 15 |
Shields
Shields provide Shield Points (SP) that absorb damage before hull damage.
Full Component List: See
../compiled/COMPILED_STARSHIP_CATALOG.mdSection 6 (Shields) for complete options and additional variants.
| Shield | SP | Regen | Restore DC | BP |
|---|---|---|---|---|
| Basic 10 | 10 | 1 | 15 | 2 |
| Basic 20 | 20 | 2 | 15 | 3 |
| Light 30 | 30 | 2 | 15 | 5 |
| Light 50 | 50 | 3 | 17 | 8 |
| Medium 75 | 75 | 4 | 18 | 12 |
| Medium 100 | 100 | 5 | 19 | 16 |
| Heavy 150 | 150 | 6 | 20 | 22 |
| Heavy 200 | 200 | 8 | 22 | 28 |
| Superior 300 | 300 | 10 | 24 | 40 |
| Superior 400 | 400 | 12 | 26 | 55 |
Sensors
Sensors determine scanning capability.
Full Component List: See
../compiled/COMPILED_STARSHIP_CATALOG.mdSection 7 (Sensors) for complete options and additional variants.
| Sensors | Range | Bonus | BP |
|---|---|---|---|
| Budget | 2 | -2 | 1 |
| Basic | 3 | +0 | 2 |
| Advanced | 4 | +1 | 4 |
| Superior | 5 | +2 | 6 |
| Elite | 6 | +3 | 10 |
| Military | 8 | +4 | 15 |
WEAPONS
Weapons deal damage to enemy starships.
Full Component List: See
../compiled/COMPILED_STARSHIP_CATALOG.mdSection 8 (Weapons) for complete options, additional weapon types, and detailed special properties.
Weapon Mounts
| Mount Type | Weapon Classes | Add to Frame BP |
|---|---|---|
| Manipulator Arm (MA) | Melee only | 2 |
| Pack (P) | Light tracking | 3 |
| Light (L) | Light | 4 |
| Heavy (H) | Light, Heavy | 8 |
| Capital (C) | Light, Heavy, Capital | 15 |
| Spinal (SM) | Spinal | 25 |
Sample Weapons
Light Weapons
| Weapon | Type | Damage | Range | PCU | BP | Special |
|---|---|---|---|---|---|---|
| Light Laser Cannon | Direct | 2d4 | 8 | 2 | 2 | — |
| Light Plasma Cannon | Direct | 2d6 | 6 | 4 | 3 | — |
| Flak Cannon | Direct | 2d4 | 4 | 2 | 2 | Scatter |
| Light Torpedo | Tracking | 2d8 | 12 | 4 | 3 | Speed 8 |
| Light Missile Launcher | Tracking | 2d6 | 10 | 3 | 2 | Speed 10, Limited 5 |
Heavy Weapons
| Weapon | Type | Damage | Range | PCU | BP | Special |
|---|---|---|---|---|---|---|
| Heavy Laser Cannon | Direct | 4d6 | 12 | 6 | 6 | — |
| Heavy Plasma Cannon | Direct | 4d8 | 8 | 10 | 8 | — |
| Particle Beam | Direct | 6d6 | 16 | 12 | 10 | Penetrating |
| Heavy Torpedo | Tracking | 4d10 | 16 | 8 | 8 | Speed 6 |
| Nuclear Missile | Tracking | 6d8 | 12 | 10 | 10 | Speed 4, Limited 3, Irradiate |
Capital Weapons
| Weapon | Type | Damage | Range | PCU | BP | Special |
|---|---|---|---|---|---|---|
| Mass Driver | Direct | 8d10 | 20 | 20 | 20 | Penetrating |
| Super Plasma Cannon | Direct | 8d8 | 12 | 25 | 22 | — |
| Gravity Cannon | Direct | 10d6 | 16 | 30 | 25 | Tractor |
Special Weapon Properties
- Scatter: +2 circumstance bonus to hit; -2 damage dice at long range
- Penetrating: Ignores DT equal to half damage dealt
- Limited X: Has X shots before requiring reload (1 minute)
- Irradiate: Target crew takes radiation damage on Critical Success
- Speed X: Tracking weapon moves X hexes per round
- Tractor: On hit, target's speed reduced by 2 next round
EXPANSION BAYS
Expansion bays provide additional capabilities.
Full Component List: See
../compiled/COMPILED_STARSHIP_CATALOG.mdSection 9 (Expansion Bays) for complete options and additional bay types.
| Bay | BP | Effect |
|---|---|---|
| Cargo Hold | 0 | Storage space (default) |
| Guest Quarters | 1 | Houses 2 guests |
| Crew Quarters | 2 | Houses 4 crew |
| Recreation Suite | 2 | +1 status bonus to crew morale checks |
| Medical Bay | 4 | Allows medical treatment; +1 item bonus to Medicine |
| Tech Workshop | 3 | Allows repairs and crafting; +1 item bonus to Crafting |
| Science Lab | 4 | +2 item bonus to scientific research |
| Arcane Lab | 4 | +2 item bonus to magical research |
| Escape Pods | 2 | Emergency evacuation for 4 creatures |
| Shuttle Bay | 8 | Houses 1 Tiny or Small ship |
| Fighter Bay | 12 | Houses 2 Tiny ships |
| Smuggler's Hold | 3 | Hidden cargo (DC 25 to detect) |
| Brig | 3 | Secure holding cells for 4 prisoners |
| Life Boats | 4 | Emergency evacuation for 8 creatures |
| Sensor Array | 6 | Extends sensor range by 2 |
| Combat Training | 4 | +1 status bonus to combat-related checks |
| Hangar Bay | 15 | Houses 1 Medium ship |
SAMPLE STARSHIPS
Light Freighter "The Wanderer"
Level 3 | Medium
BP Budget: 80 (50 spent, 30 reserved for upgrades)
| Stat | Value |
|---|---|
| AC | 12 (10 frame + 2 armor) + pilot proficiency |
| TL | 11 (10 frame + 1 countermeasures) + pilot proficiency |
| HP | 75 (55 base + 10 x 2 levels after 1st) |
| Speed | 4 |
| Crew | 1-6 |
Parts:
- Frame: Light Freighter (12 BP) - AC 10, TL 10
- Power Core: Pulse Standard (7 BP) - 50 PCU, 5 Regen
- Thrusters: M4 (5 BP) - Speed 4, +0 Mod
- Armor: Mk 2 (4 BP) - +2 AC
- Countermeasures: Mk 1 (2 BP) - +1 TL
- Shields: Light 30 (5 BP) - 30 SP, 2 Regen
- Sensors: Basic (2 BP) - Range 3, +0 Bonus
- Weapons: 2x Light Laser Cannon (4 BP each)
- Expansion Bays: Cargo Hold (0), Guest Quarters (1), Medical Bay (4)
Total: 12+7+5+4+2+5+2+8+5 = 50 BP spent (30 BP reserved)
Fighter Squadron "Red Wing"
Level 5 | Tiny × 4
BP Spent: 110 (shared among 4 fighters)
Each fighter (25 BP):
| Stat | Value |
|---|---|
| AC | 11 (10 frame + 1 armor) + pilot proficiency |
| TL | 13 (12 frame + 1 countermeasures) + pilot proficiency |
| HP | 55 (35 + 5 x 4 levels after 1st) |
| Speed | 6 |
| Crew | 1-2 |
Per Fighter Parts:
- Frame: Fighter (8 BP) - AC 10, TL 12
- Power Core: Micron Light (6 BP) - 30 PCU, 6 Regen
- Thrusters: T6 (4 BP) - Speed 6, +1 Mod
- Armor: Mk 1 (2 BP) - +1 AC
- Countermeasures: Mk 1 (2 BP) - +1 TL
- Shields: Basic 10 (2 BP) - 10 SP
- Sensors: Budget (1 BP) - Range 2
Per Fighter: 8+6+4+2+2+2+1 = 25 BP x 4 = 100 BP (10 BP remaining for weapons/upgrades)
Weapon options: 2x Light Laser Cannon (4 BP) brings each fighter to 29 BP, 116 BP total (6 over budget). Reduce to 1 weapon per fighter to stay within 110 BP.
APPENDIX: CONVERSION REFERENCE
Quick DC Reference
| Old SF1E DC | New SF2E Equivalent |
|---|---|
| DC 10 | Untrained (DC 10) or Level 0 (DC 14) |
| DC 13 | Trained (DC 15) |
| DC 15 | Trained (DC 15) |
| DC 18-19 | Level-based (Levels 3-4: DC 18-19) |
| DC 20 | Expert (DC 20) |
| DC 22-25 | Level-based (Levels 6-9: DC 22-26) |
| DC 30 | Master (DC 30) |
Skill Mapping
| SF1E Skill | SF2E Skill |
|---|---|
| Engineering | Crafting |
| Computers | Computers |
| Piloting | Piloting |
| Mysticism | Arcana, Occultism, or Religion |
| Diplomacy | Diplomacy |
| Intimidation | Intimidation |
| Bluff | Deception |
| Culture | Society |
| Perception | Perception |
| Athletics | Athletics |
| Acrobatics | Acrobatics |
| Physical Science | Physical Science Lore |
| Life Science | Life Science Lore |
Action Economy Notes
Starship combat retains its unique 1-action-per-crew-member structure rather than adopting the standard 3-action economy. This is intentional to:
- Maintain the feel of the original Starships Revised system
- Keep starship combat as a distinct mode of play
- Ensure all crew members contribute meaningfully each round
The GM may optionally allow certain roles (like Operator) to use the 3-action economy at their discretion.
This conversion is a fan work and is not affiliated with Paizo Inc. or the original Starships Revised author.Starfinder is a registered trademark of Paizo Inc.
