Archives of Nethys

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Terrestrial Vehicles | Starships


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] Attack of the Swarm!

The following ships may contain spoilers for the Attack of the Swarm! Adventure Path - read at your own risk!

Suskillon Whip - Tier 5

Source Starfinder #20: The Last Refuge pg. 0
Medium explorer
Speed 12; Maneuverability good (turn 1); Drift 2
AC 19; TL 20
HP 65; DT —; CT 13
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) light EMP cannon (special; 5 hexes)
Attack (Port) light torpedo launcher (2d8; 20 hexes)
Attack (Starboard) light torpedo launcher (2d8; 20 hexes)
Attack (Turret) light plasma cannon (2d12; 5 hexes)
Power Core Pulse Green (150 PCU); Drift Engine Signal Booster; Systems advanced long-range sensors, crew quarters (common), mk 1 tetranode computer, mk 4 armor, mk 5 defenses; Expansion Bays brig, cargo holds (2), escape pods; Modifiers +1 to any 4 checks per round, +4 Computers (sensors only); Complement 5

Crew

Captain Bluff +16 (5 ranks), Diplomacy +11 (5 ranks), gunnery +8 (5th level), Piloting +11 (5 ranks)
Engineer Engineering +16 (5 ranks)
Gunner gunnery +10 (5th level)
Pilot Computers +11 (5 ranks), gunnery +9 (5th level), Piloting +16 (5 ranks)
Science Officer Computers +16 (5 ranks), gunnery +8 (5th level)

Description

A Suskillon Whip is an infiltration ship designed specifically for long-range scouting and surprise attacks. Its speed and cutting-edge sensors allow the Whip to detect threats, often while out of a foe’s sensor range, and launch torpedoes before the enemy is aware of a threat, leaving the crack of exploding ordinance as the only evidence of the Whip’s presence. Despite these tactics, the Whip model has adequate armor and shielding, befitting a military ship. It can withstand direct conflict with similar vessels, especially those commonly found in the hands of pirates and other interstellar scoundrels.

Like its namesake, the Whip strikes and then quickly retreats, the pilot using stunts—especially slide and flip-and-burn maneuvers—to gain maximum positional advantage. Whip crews focus on disabling targets for boarding, whether by crew of larger ships or by the crew of the Whip itself. Each member of these groups of specialists, often attached to Suskillon special forces, is an expert in their area of operation. However, as military personnel, each is also capable of aiding in combat aboard the Whip.

Whips are often called upon to act ahead of the fleet, spying on enemy forces from long range and avoiding detection. They may also serve as speedy troop transports and extraction vehicles for spec-ops teams. In such cases, a cargo hold is refitted for troop seating (or sleeping, often replacing one or both brig areas) and deployment. In such missions, the Whip uses its scanners, speed, and maneuverability to outwit patrols during insertion and extraction, facilitating surgical strikes.


EP Stalwart - Tier 11

Source Starfinder #24: The God-Host Ascends pg. 0
Huge cruiser
Speed 8; Maneuverability average (turn 2); Drift 1
AC 27; TL 26
HP 230; DT 5; CT 46
Shields medium 200 (forward 50, port 50, starboard 50, aft 50)
Attack (Forward) supermaser (2d8×10; 20 hexes)
Attack (Port) coilgun (4d4; 20 hexes)
Attack (Starboard) coilgun (4d4; 20 hexes)
Attack (Turret) heavy antimatter missile launcher (10d10; 20 hexes)
Power Core Gateway Light (300 PCU); Drift Engine Signal Basic; Systems advanced long-range sensors, crew quarters (common), mk 1 duonode computer, mk 8 armor, mk 8 defenses; Expansion Bays cargo hold, escape pods (12), medical bay, passenger seating, tech workshop; Modifiers +1 to any two checks per round, +4 Computers (sensors only), +1 Piloting; Complement 60 (minimum 20, maximum 100)

Crew

Captain Computers +18 (11 ranks), Diplomacy +20 (11 ranks), Engineering +18 (11 ranks), Intimidate +20 (11 ranks), Piloting +18 (11 ranks)
Engineer (1 officer, 16 crew) Engineering +20 (11 ranks)
Gunners (3 officers, 6 crew each) gunnery +20 (11th level)
Pilot (1 officer, 10 crew) Piloting +25 (11 ranks)
Science Officers (2 officers, 4 crew each) Computers +20 (11 ranks)

Description

Although the closest planet to Suskillon’s sun is a rocky world devoid of native life, it is the site of one of the system’s most highly regarded starship manufacturers. The Echidea Powder corporation earned its solid reputation by manufacturing durable and reliable civilian starships, but it has recently landed a lucrative military contract. EP’s initial military offering is the impressive Stalwart cruiser, a massive vessel built around its two main weapons: a forward-mounted supermaser and a cluster of devastating antimatter missiles.

Efficiency is a key design consideration of the Stalwart. Accommodations aboard the vessel are sparse at best, and the Stalwart’s power systems are remarkably streamlined, rerouting energy automatically to vital tasks. However, the ship’s heavy power load means that most of the ship’s other systems flicker briefly whenever the supermaser is fired. Those unfamiliar with this effect might momentarily fear a ship-wide power outage, but experienced hands know that these brownouts are par for the course.

The Stalwart works best in medium-range engagements against other large starships; its focused weaponry means it fares poorly against hordes of smaller, faster ships and must rely on allied support in dense engagements. Although not designed as a troop transport, the Stalwart’s internal configuration is customizable, and each of its side cargo bays can be quickly repurposed to carry vehicles or ranks of troops.

SDF D-127 Defensive Carrier - Tier 7

Source Starfinder #21: Huskworld pg. 0
Large heavy freighter
Speed 8; Maneuverability average (turn 2); Drift 2
AC 20; TL 20
HP 140; DT —; CT 28
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) mining laser (2d6; 5 hexes), plasma cannon (5d12; 10 hexes)
Attack (Port) heavy laser cannon (4d8; 10 hexes)
Attack (Starboard) heavy laser cannon (4d8; 10 hexes)
Power Core Arcus Maximum (200 PCU); Drift Engine Signal Booster; Systems advanced mid-range sensors, basic computer, crew quarters (common), mk 4 armor, mk 4 defenses; Expansion Bays cargo holds (6), escape pods (2); Modifiers +4 Computers (sensors only); Complement 8 (minimum 6, maximum 20)

Crew

Captain Diplomacy +15 (7 ranks), Engineering +14 (7 ranks), gunnery +10 (7th level), Intimidate +15 (7 ranks)
Engineers (2) Engineering +15 (7 ranks)
Gunners (3) gunnery +12 (7th level)
Pilot Piloting +15 (7 ranks)
Science Officer Computers +15 (7 ranks)

Description

When the Swarm attacked the Suskillon system, the Suskillon Defense Force was hard pressed to assemble a naval force suitable for the defense efforts. The process ultimately entailed commandeering starships across the system, ranging from luxury yachts to industrial vessels. The D-127 Defensive Carriers arose as a conversion of a fleet of mining ships donated by the Cragton Mining Corporation early in the war effort. The Suskillon Defense Force fitted them with extra weaponry to better withstand the Swarm’s forces and put them to use.

The D-127 Defensive Carrier is a clunky, piecemeal starship. It remains true to its excavator origins, from the massive cargo holds—each with its own pair of huge doors—to its high-quality sensor systems and even an integrated mining laser in its forward arc, left in place as a perfectly functional, if somewhat unorthodox, weapon. Tacked on to this basic structure are additional armaments, including a pair of heavy laser cannons and a plasma cannon haphazardly bolted onto the sides. Upgraded shields and armor round out the retrofit, making for a clumsy but powerful vessel. Crews assigned to a D-127 often complain about the facilities, as the original quarters for mining teams leave much to be desired in the way of comfort and amenities, and the addition of gunnery stations makes for a cramped bridge—though many crew members joke that they should just be glad the SDF bothered to install escape pods.

SDF Rampart - Tier 9

Source Starfinder #22: The Forever Reliquary pg. 0
Large destroyer
Speed 10; Maneuverability average (turn 2); Drift
AC 24; TL 22
HP 190; DT —; CT 38
Shields medium 200 (forward 50, port 50, starboard 50, aft 50)
Attack (Forward) linked railguns (16d4; 20 hexes)
Attack (Port) high explosive missile launcher (4d8; 20 hexes)
Attack (Starboard) high explosive missile launcher (4d8; 20 hexes)
Attack (Aft) light plasma cannon (2d12; 5 hexes)
Attack (Turret) laser net (2d6; 5 hexes)
Power Core Pulse Prismatic (300 PCU); Drift Engine none; Systems basic long-range sensors, crew quarters (common), mk 3 trinode computer, mk 5 defenses, mk 6 armor; Expansion Bays brig, cargo hold, launch tubes; Modifiers +2 to any 3 checks per round, +2 Computers (sensors only); Complement 12 (minimum 6, maximum 20)

Crew

Captain Diplomacy +16 (9 ranks), Intimidate +16 (9 ranks), Piloting +14 (9 ranks)
Engineer (1 officer, 4 crew) Engineering +18 (9 ranks)
Gunners (3) gunnery +14 (9th level)
Pilot (1 officer, 1 crew) Piloting +16 (9 ranks)
Science Officer Computers +16 (9 ranks)

Description

A no-frills naval starship designed to provide maximum area control with a minimal crew investment, the SDF Rampart is well equipped for escort, pursuit, and point-defense missions. Long-range sensors and powerful thrusters give it the capability to intercept unwary vessels before they can react, while its potent shields and missile-swatting laser net stonewall assailants. The paired railguns pack a wallop against foes at any range, and even starships agile enough to avoid the Rampart’s projectiles must still contend with the missile launchers on its flanks. Bristling with weapons and armor, the Rampart presents a stubborn obstacle to all but heavily armed capital ships. However, due to the tremendous power draw of the ship’s shields and limited ammunition capacity, it favors short, aggressive engagements followed by prompt visits to refueling stations and munitions depots.

As the workhorse of the SDF’s Space Corps, the Rampart was designed to operate solely within its home solar system and has no Drift capability. It can patrol between planets using conventional thrusters, but it typically operates within 2 or 3 days’ travel from Suskillon or Utraneus. Frequent shore leaves mean the interior of the Rampart has minimal need for creature comforts. Combat systems densely pack the compact hull, leaving little breathing room in the narrow corridors and cramped quarters. Systems running at full power for extended periods can lead to the cabin overheating, further encouraging officers to keep engagements brief. Engineers with the skill to sustain optimal levels on all of a Rampart’s systems while maintaining the comfort of personnel are highly valued, and techies with long careers on Ramparts carry each tour of duty as a mark of pride.

With a brig and launch tubes to hold a small, swift fighter, Ramparts are also equipped to handle smugglers, pirates, and paramilitary entities. Often, one of the gunners is assigned to this smaller craft, an assignment that is reserved for the most skilled members of the SDF.

Suskillon Aurora - Tier 10

Source Starfinder #23: Hive of Minds pg. 0
Huge cruiser
Speed 6; Maneuverability average (turn 2); Drift 1
AC 22; TL 23
HP 230; DT 5; CT 46
Shields heavy 240 (forward 60, port 60, starboard 60, aft 60)
Attack (Forward) mass driver (2d6×10; 20 hexes)
Attack (Port) light particle beam (3d6; 10 hexes)
Attack (Starboard) light particle beam (3d6; 10 hexes)
Attack (Turret) persistent particle beam (10d6; 20 hexes)
Power Core Nova Ultra (300 PCU); Drift Engine Signal Basic; Systems advanced medium-range sensors, crew quarters (common), mk 4 armor, mk 5 defenses, mk 3 duonode computer; Expansion Bays cargo hold, escape pods (12), general science lab, medical bay, tech workshop; Modifiers +3 any two checks per round, +4 Computers (sensors only), +1 Piloting; Complement 40 (minimum 20, maximum 100)

Crew

Captain Bluff +18 (10 ranks), Computers +14 (10 ranks), Diplomacy +18 (10 ranks), Engineering +16 (10 ranks), Intimidate +18 (10 ranks), Piloting +16 (10 ranks)
Engineer (1 officer, 10 crew)) Engineering +20 (10 ranks)
Gunners (2 officers, 5 crew each) gunnery +15 (10th level)
Pilot (1 officer, 5 crew) Piloting +18 (10 ranks)
Science Officer (1 officer, 9 crew) Computers +18 (10 ranks)

Description

Outfitted with top-notch computers, advanced sensors, and high-end science labs, the Aurora class of ships were vessels designed in peacetime for deep-space scientific research by Suskillon’s government-funded astronautics organization, Skylead. Only two Auroras were ever built: the Ranger and the Scout. The Scout was first to launch, and it spent 10 years exploring the Suskillon system, advancing the fields of astronomy, stellar physics, chemistry, and life sciences. The Ranger was the first Suskillon vessel to leave the system and make contact with the Pact Worlds. The original crews of each vessel were honored upon their return to Suskillon, and they have all retired or passed away since the ends of their missions decades ago.

Both cruisers were in spacedock for repairs around Suskillon when the Swarm attacked. Many vessels were commandeered by the Suskillon Defense Force as other ships fell, and the Ranger and the Scout were modified for combat, with upgrades to both vessels’ weapons, armor, and defense systems. Their crews are now mostly soldiers and SDF volunteers.

Despite their changed roles, the Auroras’ scientific capabilities aren’t going to waste. Military scientists and engineers aboard each ship are hard at work studying the aftermath of every battle and scrutinizing the Swarm from afar. Reports indicate these researchers are close to developing a breakthrough “antilife” starship weapon that will give the SDF an edge against the deadly biological starships of the Swarm. Unfortunately, most estimates for when this technology will become available aren’t optimistic.

Terminus Wild - Tier 3

Source Starfinder #19: Fate of the Fifth pg. 0
Medium transport
Speed 6; Maneuverability average (turn 2); Drift
AC 13; TL 13
HP 70; DT —; CT 14
Shields basic 40 (forward 10, port 10, starboard 10, aft 10)
Attack (Forward) gyrolaser (1d8; 5 hexes), twin laser (5d8; 20 hexes)
Attack (Aft) light plasma torpedo launcher (3d8; 20 hexes)
Attack (Turret) laser net (2d6; 5 hexes)
Power Core Arcus Heavy (130 PCU); Drift Engine none; Systems basic mid-range sensors, crew quarters (common), mk 2 duonode computer, mk 3 armor, mk 3 defenses; Expansion Bays cargo hold, escape pods, guest quarters (2, luxurious), recreation suite (HAC); Modifiers +2 to any 2 checks per round, +2 Computers (sensors only), +1 Piloting; Complement — (minimum 1, maximum 6)

Description

Built high above Suskillon at the high-tech Flux Industries Spaceyards, the Observation Ketch is the ideal conveyance for intrasystem travel. Designed with comfort, luxury, and security in mind, the Observation Ketch comes with two dozen transparent aluminum scenic view ports perfect for observing the stars and other astronomical phenomena, as well as—when the ship descends into a planet’s atmosphere—terrestrial sights such as distant packs of wildlife and towering geographical features. During long travel times, guests can relax in their luxurious quarters or make use of the ship’s HAC. A single cargo hold provides adequate room for passengers’ luggage and a small amount of goods an enterprising crew might wish to transport.

Though the Observation Ketch is not a particularly large vessel, its many chambers are split between two decks—one dedicated to passenger comfort and one meant for the crew. A lift provides transportation between the decks, and a set of stairs connects the engineering section and the cargo hold. However, don’t think that the Ketch’s lower deck is devoid of amenities. The captain receives their own quarters, while the rest of the crew share a spacious barracks. They are all served by shared lavatory facilities and can relax in the fully stocked galley in between shifts.

An Observation Ketch also boasts enough weaponry to protect itself from hostile entities while in dangerous territory. The vessel is armed with state-of-the-art twin lasers, a deadly light plasma torpedo launcher, a versatile gyrolaser, and a laser net capable of stopping most targeted missiles in their tracks. Should these defenses (and the vessel’s basic shields) prove inadequate, the Observation Ketch is equipped with several emergency escape pods.

This luxurious starship can be crewed by one to six people (though the standard crew size is four), and any size of crew is aided by the vessel’s on-board computer and mid-range sensors. Some owners outfit their Observation Ketches with Drift engines after a few years of operation as they grow bored with the experiences their home system has to offer and wish to travel to other systems and see new things, but Ketches generally come off the production line without such capability, relying solely on their conventional thrusters.