Archives of Nethys

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Chapter 2: Starship Combat / Armada Combat / Building a Fleet

Special Abilities

Source Starship Operations Manual pg. 59
When creating or upgrading an armada, you can enhance one or more fleets with special abilities to expand their abilities or shore up their weaknesses. Each special ability increases a fleet’s BP cost by the amount listed, and a fleet can add only those special abilities allowed by its fleet type.

Table 2–18: Special Abilities

SPECIAL ABILITY BP COST FLEET TYPE
Array 3 Capital, destroyer
Boarders 2 Destroyer, fighter
Bombers 2 Fighter
Damage Threshold 3 Capital
EMP 3 Any
Flagship 0 Any
Gravity mines 3 Destroyer
Interceptors 0 Fighter
Point defense 2 Capital, destroyer
Self-destruct 1 Any
Superweapon 3 Capital


Array: The fleet’s weapons can damage multiple targets. During the gunnery phase, the fleet can attack up to three fleets in a single firing arc. The fleet takes a –2 penalty or –4 penalty to gunnery checks when attacking two or three fleets, respectively.

Boarders: When the fleet succeeds at a flyby stunt, a portion of its crew boards and begins damaging the enemy fleet. During the gunnery phase, the fleet attempts a bonus gunnery check to resolve the boarding party’s attack. If it succeeds, the boarders deal half the fleet’s damage and continue attacking on subsequent gunnery phases. If the gunnery check fails, the boarders are captured, and the effect ends.

Bombers: The fleet fires heavy ordinance that grants it a +1 bonus to gunnery against capital fleets, and the fleet’s attacks ignore the damage threshold ability.

Damage Threshold: The fleet’s thick armor reduces incoming damage by 1 per damage die rolled.

EMP: During the next round, when the fleet’s gunnery check exceeds its target’s AC by 5 or more, the fleet’s disruptive weaponry inflicts a random critical damage condition on its target.

Flagship: The fleet contains the armada’s flagship and serves as a command center; only one fleet per armada can have this ability. Officers assigned to this fleet can affect targets within the fleet’s extreme range with their actions, and the fleet gains additional HP equal to its tier. A fleet’s flagship ability can’t be disabled by critical damage.

Gravity Mines: Once per combat, at the end of the helm phase, this fleet can disperse gravity mines in 2 hexes, with a range of 2 hexes from the fleet. These mines activate at the beginning of the next round. While active, gravity mines slow fleets moving through the mines’ hexes and any adjacent hexes; the first time that any fleet enters an affected hex each round, the fleet must expend 2 hexes of movement. Gravity mines remain active for 3 rounds, and they can be destroyed by attacks (AC 5, HP equal to half the fleet’s tier).

Interceptors: The fleet is designed to chase and disable smaller starships. The fleet is no longer strong against capital fleets but becomes strong against fighter fleets.

Point Defense: The fleet’s close-range weapons grant it a +1 bonus to gunnery checks against fleets within 2 hexes, and its free attacks deal full damage against fleets that fail flyby stunts.

Self-Destruct: When this fleet would be disabled, it can instead be destroyed and make a free attack against one fleet in an adjacent hex.

Superweapon: When attacking, this fleet can activate a superweapon that takes a –2 penalty to its gunnery check but, if it hits, deals additional damage equal to the fleet’s tier and critical damage. Once activated, a superweapon can’t be fired again until the end of the next round.