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Mechs | Terrestrial Vehicles | Starships | Vehicle Modifications

Terrestrial Vehicles

Source Starfinder Core Rulebook pg. 228
Vehicles range from simple personal transports to massive airships and sea vessels. The rules for vehicles and vehicle chases are found in Chapter 8, starting on page 278. Starships are handled differently from vehicles—see Chapter 9 for more on starships. Statistics for specific vehicles are detailed below.

A vehicle stat block contains the following entries.
  • Name and Level: These list the vehicle’s name and item level.
  • Price: This entry lists the vehicle’s price in credits. The availability of some vehicles might be restricted, and a player must ask the GM what is available for purchase.
  • Size and Vehicle Type: This entry lists the vehicle’s size and whether the vehicle is built for land, water, atmospheric flight, or a combination thereof, followed by its dimensions.
  • Speed: The speed entry first lists the vehicle’s drive speed, followed by its full speed, and concludes with its speed in miles per hour for overland movement over the terrain type for which the vehicle was designed. If the speed entry doesn’t list a movement type, the vehicle can move only on the ground. If the speed entry lists only swim, the vehicle must move underwater, and if the speed entry lists only fly, the vehicle must fly (though most flying vehicles can also move on the ground). Some vehicles have hover speeds, which means they can move overland and over water but not underwater.
  • EAC and KAC: These entries indicate the Energy Armor Class and Kinetic Armor Class for the vehicle.
  • Cover: This entry indicates the type of cover the vehicle gives its pilot and passengers. This might vary based on circumstances—a passenger hanging out of a window to fire a weapon doesn’t get the full benefit of the vehicle’s cover.
  • HP: This entry lists the vehicle’s Hit Points. If the vehicle is reduced to or below the number of HP listed in parentheses, it’s broken. While broken, the vehicle takes a –2 penalty to its AC and collision DC, its Piloting modifier decreases by 2, and its full speed and mph speed are halved. If a vehicle is reduced to 0 HP, it’s wrecked. A wrecked vehicle can’t be piloted, and it might be difficult or impossible to repair. If the vehicle is in water when it is wrecked, it sinks; if it is flying, it falls.
  • Hardness: As an object, a vehicle has hardness (see page 409). Any damage a vehicle takes is reduced by its hardness.
  • Attack: This entry indicates an attack the vehicle has, the damage it deals, and the DC to avoid it (if any). Most vehicles have only collision attacks, which deal bludgeoning damage. (See Vehicle Collision Damage on page 229 and the ram and the run over action on page 279 for more on collisions.)
  • Modifiers: The vehicle imposes these modifiers on the attack rolls and listed skill checks of its pilot and passengers. The attack roll penalty worsens at full speed, as indicated in parentheses.
  • Systems: The vehicle’s special systems, such as autocontrol (see page 280), autopilot (see page 280), or comm units (see page 218), are listed here, if it has any.
  • Passengers: If the vehicle can carry extra passengers, this entry lists how many the vehicle can hold in addition to the pilot.
  • Special Abilities: Any abilities unique to the vehicle are described in full at the end of the stat block.

Click here for the remaining rules on Vehicles.

Phentomite Autobridger

Source Tech Revolution pg. 85
Item Level 5; Price 8,100
Large land vehicle (7 ft. wide, 10 ft. long, 15 ft. high)
Speed 30 ft., full 350 ft., 40 mph (land); 5 ft., full 50 ft., 5 mph (crawling)
EAC 17; KAC 19; Cover improved cover
HP 60 (30); Hardness 8
Attack (Collision) 5d8 B (DC 13)
Attack harpoon (1d10 P, ignores 15 points of hardness)
Modifiers –1 Piloting, –1 attack (–3 at full speed)
Systems autocontrol, bridgespinner, planetary comm unit; Passengers 1

Special Abilities

Harpoon (Ex) This sniper weapon has a range increment of 60 ft. and the sniper (1,000 ft.) special property. When declaring an attack, the pilot can deploy a cable between the vehicle and the target. On a successful attack that deals damage, the user affixes one end of the cable to the target and the other end to any square in or adjacent to the autobridger’s space. The cable can be destroyed, as titanium alloy cable line (Starfinder Core Rulebook 219). An autobridger holds 4,000 ft. of cable.
Bridgespinner (Ex) A phentomite autobridger can move along cable lines of at least titanium alloy strength with its crawl speed. While crawling, it can spin a bridge between the cable and another surface within 100 feet. Within an hour, this bridge hardens enough for Huge or smaller land vehicles to cross it.


Contact and trade with the Pact Worlds has helped the phentomites of Orry develop ever-more advanced solutions to living on their shattered world, where floating continents constantly shift. Autobridgers fire cable harpoons between floating land masses and then travel along them, knitting a carbon-fiber bridge between the new cables for others to cross.