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STARSHIPS REVISED

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:

LevelDCLevelDCLevelDC
0148241635
1159261736
21610271838
31811281939
41912302040
520133121+42+
6221432
7231534

Simple DCs (for non-level-based tasks):

DifficultyDC
Untrained10
Trained15
Expert20
Master30
Legendary40

DC Adjustments:

AdjustmentModifier
Incredibly Easy-10
Very Easy-5
Easy-2
Hard+2
Very Hard+5
Incredibly Hard+10

3. Prerequisite Conversions

SF1E RequirementSF2E Equivalent
1 rank in skillTrained in skill
3 ranks in skillTrained in skill (level 3+)
6 ranks in skillExpert in skill
9 ranks in skillExpert in skill (level 9+)
12 ranks in skillMaster in skill
15 ranks in skillMaster in skill (level 15+)
18 ranks in skillLegendary 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 LevelProficiencyModifier at Level 5Modifier at Level 10Description
Green (Untrained)Untrained+0+0Inexperienced crew with no formal training
TrainedTrained+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
LegendaryLegendary+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 LevelWeekly WageMonthly WageSign-On Bonus
Green5 gp20 gp10 gp
Trained20 gp80 gp50 gp
Veteran80 gp320 gp200 gp
Elite300 gp1,200 gp800 gp
Legendary1,000 gp4,000 gp3,000 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 TypeAvailable Skill LevelsHiring Time
Outpost / FrontierGreen, Trained (DC 15 to find Veteran)1d4 days
Standard StarportGreen, Trained, Veteran1d3 days
Major Hub / CapitalAll levels (DC 20 to find Legendary)1 day
Military StationTrained, 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 SizeTypical Minimum CrewNotes
Tiny (Racer, Interceptor, Fighter)1-2Can be operated solo with Operator role
Small-Medium1-6Requires at least Pilot + 1 other role
Large6-20Requires 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 LevelAP RequiredAdvancement DC
Green → Trained5 APDC 15
Trained → Veteran8 APDC 20
Veteran → Elite12 APDC 25
Elite → Legendary20 APDC 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.

AdvancementTraining CostTraining TimeTrainer DC
Green → Trained100 gp2 weeksDC 15
Trained → Veteran500 gp1 monthDC 20
Veteran → Elite2,500 gp3 monthsDC 25
Elite → Legendary15,000 gp6 monthsDC 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 LevelEffectsStatus Modifier
ExcellentCrew gains +1 status bonus to all starship checks+1
GoodNo mechanical effect+0
NeutralNo mechanical effect+0
PoorCrew takes -1 status penalty to all starship checks-1
TerribleCrew 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)

RollSystem
1-3Life Support
4-6Sensors
7-9Weapons*
10-12Engines
13-15Power Core
16-18Shields
19-20Expansion 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

  1. 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).
  2. Initiative: All non-surprised starships roll an initiative check. Combatants act each round from highest to lowest.
  3. 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.
  4. First Normal Combat Round: Starships take turns in initiative order. Surprised starships cease to be surprised at the start of their first turn.
  5. 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)

ResultEffect
Critical SuccessTarget gains a +2 status bonus to their check; +3 if Pushed
SuccessTarget gains a +1 status bonus to their check; +2 if Pushed
FailureTarget takes a -1 status penalty to their check
Critical FailureTarget 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)

ResultEffect
Critical SuccessEach called crew member gains +2 status bonus if they follow the plan
SuccessEach called crew member gains +1 status bonus if they follow the plan
FailureCalled crew members take -1 status penalty if they follow the plan
Critical FailureCalled 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

ResultEffect
Critical SuccessTarget ship takes -2 status penalty to all checks until start of your next turn
SuccessTarget ship takes -1 status penalty to all checks until start of your next turn
FailureNo effect
Critical FailureTarget 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

ResultEffect
Critical SuccessAll allies on your ship gain +2 status bonus to next check this turn
SuccessAll allies gain +1 status bonus to next check this turn
FailureNo effect
Critical FailureAll 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

ResultEffect
Critical SuccessAllies can roll twice and take the better result for remainder of round
SuccessAllies can roll twice and take the better result for their next action
FailureNo effect
Critical FailureYou 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

ResultEffect
Critical SuccessMove up to speed; +1 circumstance bonus to AC until next turn
SuccessMove up to speed; -1 circumstance penalty to TL until next turn
FailureMove up to half speed; -1 circumstance penalty to AC, TL, and Gunnery until next turn
Critical FailureMove 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

ResultEffect
Critical SuccessMove up to speed +1
SuccessMove up to speed
FailureMove up to half speed; -1 circumstance penalty to Gunnery until next turn
Critical FailureMove 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

ResultEffect
Critical SuccessMove up to speed +2
SuccessMove up to speed +1
FailureMove up to speed -2 (minimum 1); -1 circumstance penalty to AC, TL, and Gunnery until next turn
Critical FailureMove 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

ResultEffect
Critical SuccessMove up to 2× speed; next turn speed reduced by 1
SuccessMove up to 2× speed; next turn speed reduced by 1 and -2 to Pilot actions
FailureMove up to 2× speed in straight line; -2 circumstance penalty to Gunnery; next turn speed reduced by 1 and -2 to Pilot actions
Critical FailureMove 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)

ResultEffect
SuccessMove into target's space without provoking; crew may interact with target
FailureYou 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)

ResultEffect
Critical SuccessMove up to speed; +2 circumstance bonus to AC and TL vs chosen target (Breakthrough: +3)
SuccessMove up to speed; +1 circumstance bonus to AC and TL vs chosen target
FailureMove up to half speed; -2 circumstance penalty to next crew action
Critical FailureMove 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)

ResultEffect
Critical SuccessMove up to speed; +3 circumstance bonus to TL vs chosen target (Breakthrough: +4)
SuccessMove up to speed; +2 circumstance bonus to TL vs chosen target
FailureMove up to speed -1; -1 circumstance penalty to TL
Critical FailureMove 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)

ResultEffect
Critical SuccessMove up to speed; +3 circumstance bonus to AC vs chosen target (Breakthrough: +4)
SuccessMove up to speed; +2 circumstance bonus to AC vs chosen target
FailureMove up to speed -1; -1 circumstance penalty to AC
Critical FailureMove 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)

ResultEffect
Critical SuccessMove 1 + up to speed +1; +2 circumstance bonus to AC and TL vs all enemies (Breakthrough: force initiative reroll)
SuccessMove 1 + up to speed; +1 circumstance bonus to AC and TL vs all enemies
FailureMove up to half speed in straight line; -2 circumstance penalty to Gunnery
Critical FailureMove 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)

ResultEffect
Critical SuccessMove up to speed; next Gunnery check vs target gains +3 circumstance bonus (Breakthrough: +4)
SuccessMove up to speed; next Gunnery check vs target gains +2 circumstance bonus
FailureMove up to speed; -1 circumstance penalty to AC
Critical FailureMove 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 SpentBoost Level
1Minor: +1 status bonus
3Moderate: +2 status bonus
5Major: +3 status bonus and extend range by 1
ResultEffect
Critical SuccessSystem gains boost +1 level higher than selected
SuccessSystem is energized with selected boost level until end of round
FailurePCU is spent but system is not energized
Critical FailurePCU 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)

ResultEffect
Critical SuccessRestore chosen percentage +25% (max 100%)
SuccessRestore chosen percentage of max Shield Points
FailureNothing happens
Critical FailureShields 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
ResultEffect
Critical SuccessApply 2 Patches to the system
SuccessApply 1 Patch to the system
FailureNothing happens
Critical FailureRemove 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

ResultEffect
Critical SuccessChosen systems treated as two stages better until start of next turn
SuccessChosen systems treated as one stage better until start of next turn
FailureRemove 1 Patch from each chosen system
Critical FailureEach 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)

ResultEffect
Critical SuccessRestore desired HP at half UPB cost
SuccessRestore desired HP (20 UPB per HP)
FailureNo HP restored
Critical FailureNo 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

ResultEffect
Critical SuccessLearn basic info + one system's status; target is Identified
SuccessLearn basic info (manufacturer, model, size, registration); target is Identified
FailureTarget is not Identified
Critical FailureTarget 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

ResultEffect
Critical SuccessLearn detailed info about two systems; both are Analyzed
SuccessLearn detailed info about chosen system; it is Analyzed
FailureSystem is not Analyzed
Critical FailureSystem 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

ResultEffect
Critical SuccessNext attack against target deals +2 damage dice
SuccessNext attack against target deals +1 damage die
FailureNo effect
Critical FailureTarget 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)

ResultEffect
Critical SuccessIdentify significant tactical feature + one hidden feature
SuccessIdentify one significant tactical feature in the area
FailureNo useful information
Critical FailureGM 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

ResultEffect
Critical SuccessTarget cannot communicate or call for reinforcements for 1d4 rounds
SuccessTarget cannot communicate for 1 round
FailureNo effect
Critical FailureYour 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

ResultEffect
Critical SuccessHit + roll on Critical Conditions table
SuccessHit; deal weapon damage
FailureMiss
Critical FailureMiss; 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

ResultEffect
Critical SuccessProjectile hits; deal weapon damage + roll on Critical Conditions table
SuccessProjectile spawns and moves toward target; hits if it reaches target's space
FailureProjectile spawns but is off-target (-2 to future checks to hit)
Critical FailureWeapon 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

ResultEffect
Critical SuccessShips entering or starting in area take -2 circumstance penalty to all checks
SuccessShips entering or starting in area take -1 circumstance penalty to all checks
FailureNo effect
Critical FailureYour 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)

ResultEffect
Critical SuccessHit chosen system; system takes 2 stages of Critical Condition
SuccessHit chosen system; system takes 1 stage of Critical Condition
FailureMiss
Critical FailureMiss; 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

ResultEffect
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

ResultEffect
Critical SuccessWeapon deals +2 damage dice (+1 per Risk); ship takes 1d4 damage
SuccessWeapon deals +1 damage die (+1 per Risk); ship takes 1d4 damage (+1d4 per Risk)
FailureShip takes 1d8 damage + 1d8 per Risk directly to hull
Critical FailureWeapon 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
ResultEffect
Critical SuccessApply 2 Patches + 1 per Risk
SuccessApply 1 Patch + 1 per Risk
FailureYou take damage: 1d6 (Glitching), 2d6 (Malfunctioning), 4d6 (Wrecked) + 1d6 per Risk
Critical FailureDamage 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

ResultEffect
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

ResultEffect
Critical SuccessGain 2 MP
SuccessGain 1 MP
FailureGain 0 MP
Critical FailureLose 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)

ResultEffect
Critical SuccessAsk 2 questions + 1 per Amplify about target's intentions/capabilities
SuccessAsk 1 question + 1 per Amplify
FailureMP spent; no information gained
Critical FailureMP 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)

ResultEffect
Critical SuccessAlly can roll twice and take better result; ally rerolls 1s
SuccessAlly can roll twice and take the better result on their next check
FailureNo effect
Critical FailureAlly 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

ResultEffect
Critical SuccessEnemies take -2 circumstance penalty to target your ship; lasts 2 rounds
SuccessEnemies take -1 circumstance penalty to target your ship; lasts 1 round
FailureNo effect
Critical FailureYour 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)

ResultEffect
Critical SuccessDeal 2d6 + 1d6 per Amplify force damage; ignores shields
SuccessDeal 1d6 + 1d6 per Amplify force damage; ignores shields
FailureDeal half damage to shields only
Critical FailureNo 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

LevelBPLevelBP
16011210
27012240
38013270
49514300
511015340
612516380
714517430
816518490
918019560
1019520650

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.md Section 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

FrameSizeModHPHP+DTACTLMountsCrewEXBP
RacerT+3205012131L1-104
InterceptorT+3305011131L1-106
FighterT+2355010122L1-208
Mobile SuitT+1405010122MA/2P1-2010
ShuttleS+2355011111L1-436
Light FreighterM+15510010102L1-6412
TransportM+070155994L1-6515
DestroyerL-185155894L/1H6-20425
Heavy FreighterL-1100205883L/1H6-20630
CruiserH-21402510783L/3H20-100650
CarrierH-21502510772H/1C20-100860
BattleshipG-32004015672L/4H/1C100-3008100
DreadnoughtC-43005020563L/6H/2C150-50010150
Base ShipSc-550075254512H/3C500-10000250

BASIC PARTS

Power Core

Limit: 1

Power cores provide PCU for starship actions.

Full Component List: See ../compiled/COMPILED_STARSHIP_CATALOG.md Section 2 (Power Cores) for complete options and additional variants.

CorePCURegenSizeBP
Micron Ultralight204T4
Micron Light306T6
Micron Heavy408T8
Pulse Standard505S-M7
Pulse Heavy758S-M10
Arcus Standard10010M-L12
Arcus Heavy15012M-L16
Nova Standard20015L-H20
Nova Heavy30020L-H30
Gateway Standard40025H-G40
Gateway Heavy60035H-G55
Titan Standard80040G-C70
Titan Heavy120060Sc100

Thrusters

Thrusters modify speed and maneuverability.

Full Component List: See ../compiled/COMPILED_STARSHIP_CATALOG.md Section 3 (Thrusters) for complete options and additional variants.

ThrusterSpeedModSizeBP
T44+2T3
T66+1T4
T88+0T5
S44+1S4
S66+0S5
M44+0M5
M66-1M6
L44-1L8
H44-2H12
G44-3G16
C33-4C20
Sc22-5Sc25

Armor

Armor improves AC.

Full Component List: See ../compiled/COMPILED_STARSHIP_CATALOG.md Section 4 (Armor) for complete options and additional variants.

ArmorAC BonusPenaltyBP
Mk 1+12
Mk 2+24
Mk 3+3-1 TL6
Mk 4+4-1 TL9
Mk 5+5-2 TL12
Mk 6+6-2 TL15
Mk 7+7-3 TL20
Mk 8+8-3 TL25

Countermeasures

Countermeasures improve TL.

Full Component List: See ../compiled/COMPILED_STARSHIP_CATALOG.md Section 5 (Countermeasures) for complete options and additional variants.

CountermeasuresTL BonusBP
Mk 1+12
Mk 2+24
Mk 3+36
Mk 4+49
Mk 5+512
Mk 6+615

Shields

Shields provide Shield Points (SP) that absorb damage before hull damage.

Full Component List: See ../compiled/COMPILED_STARSHIP_CATALOG.md Section 6 (Shields) for complete options and additional variants.

ShieldSPRegenRestore DCBP
Basic 10101152
Basic 20202153
Light 30302155
Light 50503178
Medium 757541812
Medium 10010051916
Heavy 15015062022
Heavy 20020082228
Superior 300300102440
Superior 400400122655

Sensors

Sensors determine scanning capability.

Full Component List: See ../compiled/COMPILED_STARSHIP_CATALOG.md Section 7 (Sensors) for complete options and additional variants.

SensorsRangeBonusBP
Budget2-21
Basic3+02
Advanced4+14
Superior5+26
Elite6+310
Military8+415

WEAPONS

Weapons deal damage to enemy starships.

Full Component List: See ../compiled/COMPILED_STARSHIP_CATALOG.md Section 8 (Weapons) for complete options, additional weapon types, and detailed special properties.

Weapon Mounts

Mount TypeWeapon ClassesAdd to Frame BP
Manipulator Arm (MA)Melee only2
Pack (P)Light tracking3
Light (L)Light4
Heavy (H)Light, Heavy8
Capital (C)Light, Heavy, Capital15
Spinal (SM)Spinal25

Sample Weapons

Light Weapons

WeaponTypeDamageRangePCUBPSpecial
Light Laser CannonDirect2d4822
Light Plasma CannonDirect2d6643
Flak CannonDirect2d4422Scatter
Light TorpedoTracking2d81243Speed 8
Light Missile LauncherTracking2d61032Speed 10, Limited 5

Heavy Weapons

WeaponTypeDamageRangePCUBPSpecial
Heavy Laser CannonDirect4d61266
Heavy Plasma CannonDirect4d88108
Particle BeamDirect6d6161210Penetrating
Heavy TorpedoTracking4d101688Speed 6
Nuclear MissileTracking6d8121010Speed 4, Limited 3, Irradiate

Capital Weapons

WeaponTypeDamageRangePCUBPSpecial
Mass DriverDirect8d10202020Penetrating
Super Plasma CannonDirect8d8122522
Gravity CannonDirect10d6163025Tractor

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.md Section 9 (Expansion Bays) for complete options and additional bay types.

BayBPEffect
Cargo Hold0Storage space (default)
Guest Quarters1Houses 2 guests
Crew Quarters2Houses 4 crew
Recreation Suite2+1 status bonus to crew morale checks
Medical Bay4Allows medical treatment; +1 item bonus to Medicine
Tech Workshop3Allows repairs and crafting; +1 item bonus to Crafting
Science Lab4+2 item bonus to scientific research
Arcane Lab4+2 item bonus to magical research
Escape Pods2Emergency evacuation for 4 creatures
Shuttle Bay8Houses 1 Tiny or Small ship
Fighter Bay12Houses 2 Tiny ships
Smuggler's Hold3Hidden cargo (DC 25 to detect)
Brig3Secure holding cells for 4 prisoners
Life Boats4Emergency evacuation for 8 creatures
Sensor Array6Extends sensor range by 2
Combat Training4+1 status bonus to combat-related checks
Hangar Bay15Houses 1 Medium ship

SAMPLE STARSHIPS

Light Freighter "The Wanderer"

Level 3 | Medium

BP Budget: 80 (50 spent, 30 reserved for upgrades)

StatValue
AC12 (10 frame + 2 armor) + pilot proficiency
TL11 (10 frame + 1 countermeasures) + pilot proficiency
HP75 (55 base + 10 x 2 levels after 1st)
Speed4
Crew1-6

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):

StatValue
AC11 (10 frame + 1 armor) + pilot proficiency
TL13 (12 frame + 1 countermeasures) + pilot proficiency
HP55 (35 + 5 x 4 levels after 1st)
Speed6
Crew1-2

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 DCNew SF2E Equivalent
DC 10Untrained (DC 10) or Level 0 (DC 14)
DC 13Trained (DC 15)
DC 15Trained (DC 15)
DC 18-19Level-based (Levels 3-4: DC 18-19)
DC 20Expert (DC 20)
DC 22-25Level-based (Levels 6-9: DC 22-26)
DC 30Master (DC 30)

Skill Mapping

SF1E SkillSF2E Skill
EngineeringCrafting
ComputersComputers
PilotingPiloting
MysticismArcana, Occultism, or Religion
DiplomacyDiplomacy
IntimidationIntimidation
BluffDeception
CultureSociety
PerceptionPerception
AthleticsAthletics
AcrobaticsAcrobatics
Physical SciencePhysical Science Lore
Life ScienceLife 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:

  1. Maintain the feel of the original Starships Revised system
  2. Keep starship combat as a distinct mode of play
  3. 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.