Archives of Nethys

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Starship Examples

Armor | Armor (Bulkheads) | Armor (Hulls) | Base Frames | Computers | Crew Quarters | Defensive Countermeasures | Drift Engines | Expansion Bays | Interstellar Drives | Manufacturers | Other Systems | Power Cores | Security | Sensors | Shields | Special Materials | Thrusters | Weapons | Weapon Properties

[AP] Fly Free or Die

The following ships may contain spoilers for the Fly Free or Die Adventure Path - read at your own risk!

Rust Bug - Tier 2

Source Starfinder #38: Crash and Burn pg. 0
Medium transport
Speed 8; Maneuverability average (turn 2); Drift
AC 12; TL 13
HP 70; DT —; CT 14
Shields medium 120 (forward 30, port 30, starboard 30, aft 30)
Attack (Turret) flak thrower (3d4; 5 hexes)
Power Core Pulse Blue (200 PCU); Drift Engine none; Systems basic computer, budget medium-range sensors, crew quarters (common), mk 2 armor, mk 3 defenses; Expansion Bays cargo hold (4), tech workshop; Modifiers –2 Piloting; Complement 6 (minimum 1, maximum 6)


One of the last thasteron-fueled starships built on Akiton before Drift technology became standard, the ship once called the Rise Up might be considered a classic by collectors of antique starships—were it not a flying deathtrap. Originally designed for short-range cargo deliveries to dangerous locales, the ship survived countless firefights, centuries of missed maintenance, and dozens of cheap repairs as its stingy owners squeezed “just a few more runs” out of the hapless starship. When an engineer discovered a pair of electrovores nestled into the Rise Up’s already-fragile command board, the crew paid a few credits to an enterprising ysoki named Drillbit, who towed the 300-year old junker to a scrapyard on Absalom Station.

While the previous owners promptly wrote the ship off as a business expense, Drillbit rechristened the ship as the Rust Bug and got to work refurbishing it in junker style. This job proved bigger than anticipated, and after a decade of part-time repair work on the vessel, Drillbit died in a freak compactor accident. Ownership of the Rust Bug fell to his nephew, Ratrod, who much preferred to spend his time winning fame on the junkracer circuit instead of toiling away on a starship worth less than the sum of its parts. Eventually, the electrovores overran the ship, stripping its wires and feeding off its power core, while the Rust Bug became a piece of Downlow folklore, reputedly both haunted and cursed.

The Rust Bug doesn’t have much left to recommend it: a single flak thrower to shoot down missiles and other tracking weapons, Drillbit’s old workshop, decent shields, and an overlarge power core. These days, all that power goes to waste, feeding a colony of hungry electrovores.

Special Abilities

System Damage Electrovores have mutilated the Rust Bug’s systems. When calculating the DC for crew actions aboard the Rust Bug, treat it as a tier 10 starship. When the pilot, engineer, or science officer fails a crew check, systems on the Rust Bug short out. Once per round, the chief mate can attempt a DC 25 Acrobatics or Athletics check to negate the effect of a short; this doesn’t affect the chief mate’s ability to take crew actions. The specific effect of a system short depends on the crew action that failed:
Electrical Feedback (Engineer failure): The Rust Bug takes 5 damage to a random shield; if the shield is depleted, this damage reduces the ship’s Hull Points.
System Crash (Science Officer failure): The Rust Bug’s countermeasures fail, reducing its TL for the next gunnery phase by a number equal to the mark of the ship’s defenses.
Thruster Misfire (Pilot failure): The Rust Bug’s turn is increased by 1 for the next helm phase.
If the Rust Bug is ever improved to tier 11 or higher, it loses the System Damage trait.
Thasteron Fueled The Rust Bug can’t be fitted with a Drift engine.

BD514 - Tier 1

Source Starfinder #34: We’re No Heroes pg. 0
Small light freighter
Speed 8; Maneuverability good (turn 1); Drift 1
AC 16; TL 15
HP 40; DT —; CT 8
Shields Basic 40 (forward 10, port 10, starboard 10, aft 10)
Power Core Micron Ultra (80 PCU); Drift Engine Signal Basic; Systems basic medium-range sensors, crew quarters (common), mk 1 trinode, mk 3 defenses, mk 4 armor; Expansion Bays cargo hold (2), smuggler compartment; Modifiers +1 to any 3 checks per round, +2 Computers (sensors only), +1 Piloting; Complement 4 (minimum 1, maximum 6)


Captain Bluff +5 (1 rank), Computers +5 (1 rank), Diplomacy +5 (1 rank), Engineering +5 (1 rank), Piloting +5 (1 rank), Sense Motive +10 (1 rank)
Engineer Engineering +5 (1 rank)
Pilot Piloting +5 (1 rank)
Science Officer Computers +5 (1 rank)


Starships from the BD series are EJ Corp’s smallest cargo haulers, and BD514 is a typical example; the Company has manufactured thousands of these identical ships, each marked with the ubiquitous Evgeniya-Jaimisson logo. These vessels are crewed by salaried employees who don’t own their own ships, but rather lease them from the Company to fulfill shipping contracts throughout the Pact Worlds, Near Space, and the Vast. BD-series ships are built for ease of use, utility, and endurance, rather than comfort; all crew accommodations are shared, and it’s virtually impossible to be alone while aboard. The single large common area is used for cooking, dining, and relaxation. A tour of the engineering room for a BD-series ship usually reveals patches and replacement parts several years old, and the interiors of these ships are notoriously noisy. On the other hand, the ship’s computer is surprisingly advanced, and the controls are so straightforward that a few minutes of instruction is enough for a rookie pilot to get one off the ground. The ship is managed by TARN (Technical Automated Resource Network), an AI modeled on an idealized, paternal version of Tarn Jaimisson, the mysterious Company founder.

Each BD is issued a six-wheeled A4-series Company rig and two hovercarts for cargo-handling purposes. A “secure storage compartment” below the main deck is officially intended for overflow cargo, but the shape of the hull—combined with electronic countermeasures and shield diffraction patterns—creates a blind spot in this compartment where sensors can’t easily reach; Company employees use this space to hide cargo that law enforcement might confiscate, such as hyperleaf and other drugs.

BD514 is unarmed. EJ Corp employees know weapons cost more than the Company is willing to pay, and both starship and crew are cheap, expendable, and easily replaced. Some crews who work together on the same BD-series transport for an extended period might make clandestine modifications, however, installing a turret-mounted particle beam in the secure storage area beneath the main deck. This substantially weakens the ship’s armor and shield integrity, however, and increases its heat signature. For ships that have been customized in this way, reduce the AC by 2 and TL by 1, reduce shields to Basic 30 (forward 8, port 7, starboard 7, aft 8), remove the smuggler compartment, and add a light particle beam in a turret. Give the pilot and captain a gunnery bonus of +5 (1st level).

CompEnt Windfall - Tier 8

Source Starfinder #37: The White Glove Affair pg. 0
Huge bulk freighter
Speed 6; Maneuverability poor (turn 3); Drift 2
AC 20; TL 21
HP 200; DT 5; CT 40
Shields medium shields 140 (forward 35, port 35, starboard 35, aft 35)
Attack (Forward) heavy laser cannon (4d8)
Attack (Turret) light plasma torpedo launcher (3d8; 14 hexes)
Power Core Nova Heavy (200 PCU); Drift Engine Signal Booster; Systems basic short-range sensors, anti-hacking systems, biometric locks, crew quarters (good), mk 4 armor, mk 5 defenses, mk 2 duonode computer; Expansion Bays cargo holds (7), escape pods, guest quarters (luxurious), recreation suite (trivid den); Modifiers +2 to any 2 checks per round, +2 Computers (sensors only), +0 Piloting; Complement 20 (minimum 4, maximum 50)


Captain Computers +16 (8 ranks), Diplomacy +16 (8 ranks), gunnery +14 (8th level), Intimidate +16 (8 ranks), Piloting +16 (8 ranks)
Engineer Engineering +16 (8 ranks)
Gunner gunnery +14 (8th level)
Pilot Piloting +21 (8 ranks)


The CompEnt Windfall, a proprietary design of the Kalistocracy, is manufactured exclusively by Compiler Enterprises on the Horse Eye Orbital Plate near Aballon. The station produces one starship per month for the purpose of being ferried to the Fortune’s Heart transfer station, loaded with treasure, and auctioned off to eager Kalistocrats. The Windfall is therefore fairly rare; most of those in existence are owned by Kalistocrats who have won previous auctions or those who have purchased them from these winners. Selling one’s auction ship isn’t necessarily frowned upon by Kalistocrats, though most would be reluctant to part with such a symbol of economic triumph.

The Windfall is designed to operate via partial automation by default, requiring only a small skeleton crew to maintain the systems. Though it has enough weaponry to defend itself, it’s primarily a cargo ship; rather than sheer firepower, the Windfall’s security comes more from the secrecy of its route, biometric locks to ensure only authorized individuals are allowed onboard, and anti-hacking systems to avoid breaches. Even so, piracy of the barges has recently increased as word of their valuable cargo has spread, so upgrades in armaments are likely imminent.

Most of the Windfall’s floor plan is dedicated to cargo bays, with space reserved for a luxurious stateroom so that the winner of the auction might enjoy their journey in comfort, as well as a trivid den for the crew or the auction winner and their retinue to entertain themselves during long trips. The Windfall’s decor is ostentatiously expensive and elegant, with gold-trimmed molding, jeweled light fixtures, and sumptuous furnishings. The crew quarters, though not as extravagant as the stateroom, are quite comfortable, and piloting a Windfall to Fortune’s Heart is generally considered a plush gig among those in the know—assuming they can pass the rigorous security checks required.

Special Abilities

Automated Operations Many systems on the CompEnt Windfall are automated, allowing the ship to operate with a skeleton crew of as few as four. These systems can be manually overridden to operate the ship with a full complement, with additional crew members filling roles of their choosing.

EJ Corp Negotiator - Tier 5

Source Starfinder #36: Professional Courtesy pg. 0
Large Destroyer
Speed 4; Maneuverability average (turn 2); Drift 1
AC 17; TL 16
HP 170; DT —; CT 34
Shields medium 120 (forward 30, port 30, starboard 30, aft 30)
Attack (Forward) 2 heavy laser arrays (6d4; 5 hexes)
Attack (Port) light laser cannon (2d4; 5 hexes)
Attack (Starboard) light laser cannon (2d4; 5 hexes)
Attack (Aft) light laser cannon (2d4; 5 hexes)
Attack (Turret) light particle beam (3d6; 10 hexes)
Power Core Pulse Red (175 PCU); Drift Engine Signal Basic; Systems budget short-range sensors, mk1 mononode computer, mk 2 defenses, mk 3 armor; Expansion Bays breaching pod, cargo holds (3); Modifiers +1 to any 1 check per round; +2 Piloting; Complement 6 (minimum 6, maximum 20)


Captain Diplomacy +16 (5 ranks), gunnery +10 (5th level), Intimidate +16 (5 ranks)
Engineer Engineering +11 (5 ranks)
Gunners (2) gunnery +10 (5th level)
Pilot Piloting +11 (5 ranks)
Science Officer Computers +11 (5 ranks)


Depending on who one asks, the Negotiator is either an aptly or terribly named ship model. While EJ Corp ostensibly created this ship to defuse tense situations, the Negotiator ultimately has one solution to any given problem: firepower. Often crewed by ex-military mercenaries pulled from the most hardscrabble corners of the galaxy, Negotiators are well known for not living up to their name; their crews typically issue hard ultimatums and resort to violence with little provocation. The Company isn’t known to waste any opportunity to acquire new starships, so standard operating procedure for Negotiator crews is to quickly blast through a “noncompliant” ship’s shields, then deploy a breaching pod full of combatants to convince the ship’s crew to stand down in person. Failing that, the Negotiator is expected to ram its target at full speed—but this is a tall tale spread by the Company to discourage resistance.

The Negotiator’s bristling armaments are meant to intimidate—as well as to distract from its relatively weak defenses and complete inability to give chase. However, the mere presence of its weaponry is often enough to discourage dissent, and it is often accompanied by hardier, faster ships that can compensate for its limitations.

Of course, if the Negotiator were all bark and no blasters, its reputation would erode quickly. The ship often proves its weapons’ effectiveness in brief, violent conflicts with competing interests in remote parts of the galaxy, where consequences for armed warfare are minor or nonexistent. The Company has deployed the Negotiator as a strikebreaker, breaking up would-be picketers with a few well-placed warning shots. A Negotiator’s high firepower, short effective range, and relatively low defenses make for explosive engagements that end quickly and conclusively—part of what makes them terrifying to those who dare to resist the Company.

When not actively squashing dissent or engaging in literal corporate warfare with competitors, Negotiators are most commonly spotted in EJ Corp blockades, which the Company commonly uses to protect its interests on remote planets with active terraforming or construction operations, such as Entha.

Oliphaunt - Tier 3

Source Starfinder #35: Merchants of the Void pg. 0
Medium transport
Speed 12; Maneuverability good (turn 1); Drift 1
AC 11; TL 13
HP 70; DT —; CT 11
Shields medium 90 (forward 23, port 22, starboard 22, aft 23)
Attack (Forward) high explosive missile launcher (4d8; 20 hexes)
Attack (Turret) chain cannon (6d4; 5 hexes)
Power Core Pulse Black (120 PCU); Drift Engine Signal Basic; Systems basic computer, basic mid-range sensors, crew quarters (common), mk 3 defenses, mk 1 armor; Expansion Bays arcane laboratory, null-space cargo hold (2), recreation suite (HAC), tech workshop; Modifiers +2 Computers (sensors only); Complement 6 (minimum 1, maximum 6)


EJ Corp has two problems. First, the Company manufactures the Kalistocracy’s golden commerce barges—gigantic transports that set out from Aballon’s Horse Eye Orbital Plate. But these vessels’ reputation for being unwieldy, slow, and full of precious cargo has made them targets for recent pirate attacks, threatening this lucrative contract. Second, initial sales of the Company’s latest starship, the Sledgehammer-class transport, have been soft. Though the ship is fast and maneuverable, the vessel’s engine-forward design necessitates an elongated hull that reduces the ship’s available storage space, rendering it unattractive to interstellar merchants.
Enter the Oliphaunt, Executive Vice President Eline Reisora’s attempt to kill two skyfishers with one laser blast. As part of a secret research and development project, Reisora constructed the starship prototype to combine the Sledgehammer’s acceleration and mobility with increased cargo capacity. To do so, the Company outfitted the starship with two null-space cargo holds—hybrid technology that synchronizes the space of a location on the Material Plane with that of an equally sized dimensional pocket. Essentially, the equipment enables a room to be twice as large on the inside as it is on the outside, resulting in a cargo hold with double the normal capacity. Despite the Oliphaunt being a mere transport, if all of its expansion bays were converted to null-space cargo holds, it could transport the same load as a bulk freighter. Much like its namesake, the Oliphaunt of Jandelay—a hulking creature with the power to swallow its enemies whole—the Oliphaunt has an appetite far in excess of its size. Best of all, because of the Sledgehammer’s reputation for limited cargo capacity, the Oliphaunt remains an unattractive target for opportunistic raiders.
The Company only recently finished preliminary testing of the null-space cargo holds aboard the Oliphaunt. However, because the ship was stolen before work was complete, the other expansion bays are outfitted with temporary facilities. The arcane laboratory and the tech workshop, for example, were used by EJ Corp researchers to fabricate magical and technological components essential to null-space fabrication on-site. The holographic amusement chamber (HAC) was implemented not for recreational purposes, but to test dangerous applications of extradimensional technology in a simulated environment.

Special Abilities

Null-Space Cargo Holds EJ Corp has converted two of the Oliphaunt’s expansion bays into one continuous null-space cargo hold, four times as big on the inside as a normal cargo hold. One null-space cargo hold can contain 50 tons of goods instead of 25 (for a total of 100 tons in the Oliphaunt’s combined hold). For the purposes of holding Huge objects, the null-space cargo hold counts as four continuous cargo holds, instead of two; this extra cargo space is represented by the dotted blue rectangles on the Oliphaunt deck plans on the inside back cover.

Risen - Tier 12

Source Starfinder #39: The Gilded Cage pg. 0
Large heavy freighter
Speed 8; Maneuverability average (turn 2); Drift 4
AC 25; TL 25
HP 180; DT —; CT 36
Shields heavy 320 (forward 80, port 80, starboard 80, aft 80)
Attack (Forward) maser (6d10; 20 hexes), micro-missile battery (2d6; 20 hexes)
Attack (Port) twin laser (5d8; 20 hexes)
Attack (Starboard) twin laser (5d8; 20 hexes)
Attack (Aft) light plasma mines (2d12; —)
Power Core Pulse Prismatic (300 PCU); Drift Engine Signal Superior; Systems advanced long-range sensors, crew quarters (common), extra light weapon mount (aft), mk 2 duonode computer, mk 4 armor, mk 4 defenses, security systems (antipersonnel weapon [2 elite cathode cannons], computer countermeasures [rank 3 shock grid]); Expansion Bays conference and meeting rooms, guest quarters (luxurious), null-space cargo hold (4), recreation suite (gym), smuggler compartment (DC 50); Modifiers +2 to any 2 checks per round, +4 Computers (sensors only); Complement 10 (minimum 6, maximum 20)


Captain Bluff +27 (12 ranks), Computers +22 (12 ranks), Diplomacy +22 (12 ranks), Engineering +22 (12 ranks), gunnery +17 (12th level), Intimidate +22 (12 ranks), Piloting +22 (12 ranks)
Chief Mates (2) Acrobatics +22 (12 ranks), Athletics +22 (12 ranks)
Engineer (1 officer, 2 crew) Engineering +22 (12 ranks)
Gunners (3) gunnery +17 (12th level)
Magic Officer Mysticism +22 (12 ranks)
Pilot Piloting +27 (12 ranks)
Science Officer Computers +22 (12 ranks)


A sleek black starship with red detailing reminiscent of a predatory bird in flight, Risen is Lord Sinjin’s unique personal starship. It was in a state of near-completion for many months as Sinjin pursued the Oliphaunt. Once his agents finally seized the ship, his Golden League engineers rapidly duplicated the Oliphaunt’s null-space cargo holds before the Oliphaunt was handed over to Eline Reisora in time for her to show it to EJ Corp’s Board of Directors. The stolen technology, along with a powerful Drift engine and an exceptionally well-concealed smuggler’s compartment, makes Risen the perfect starship for smuggling contraband across the galaxy.

Sinjin himself resides in luxurious personal chambers aboard ship, while his Xun assassins and favored servants have private rooms, and the rest of his soldiers, employees, and retainers share spartan crew quarters. Sinjin maintains a rigorous training regimen thanks to Risen’s well-equipped gym and sparring ring, and he expects his crew to do the same. He holds court in a large reception room aboard the ship, where his hirelings receive orders and prove their loyalty to the so-called lord.

Special Abilities

Null-Space Cargo Hold One null-space cargo hold can contain 50 tons of goods instead of 25. For the purposes of holding larger objects, a null-space cargo hold counts as two contiguous cargo holds.