Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Mechs | Terrestrial Vehicles | Starships | Vehicle Modifications


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


Expansion Bays

Source Starfinder Core Rulebook pg. 298
Most starships have room within their hull for one or more expansion bays, each of which can be converted to function in a wide variety of roles. Unfilled, these bays are simply storage space (and count as cargo holds), and for many large transport vessels, they remain this way. If a starship’s bays are instead used for guest quarters, the ship can serve as a transport vessel for soldiers, travelers, or refugees. If its bays are filled with medical bays and guest quarters, the ship becomes a mobile hospital.

The following options are available for most ships that have available expansion bays. If an option requires multiple bays, this is noted in its description; if it must consume PCU to function, the amount is listed in the table on page 300. An entire expansion bay must be used for a single purpose, even if it gives you multiple instances of that option. For example, if you select escape pods, that expansion bay gains all six escape pods—you can’t combine three escape pods and one life boat.

The PCU requirement and the Build Point costs of the expansion bay options can be found on page 300.

Quick-skip Module (Hybrid)

Source Tech Revolution pg. 50
PCU 10; Cost (in BP) 5
Essentially a miniature onos drive, a quick-skip module can be activated at a moment’s notice to skip a starship forward a short distance. During the helm phase, as a crew action, a science officer can activate the quick-skip module by succeeding at a Computers check (DC = 10 + 1-1/2 × the starship’s tier). If successful, the ship moves 1d3+2 hexes in the direction of its facing, moving safely past any obstacles or ships in its way. If this movement would end in a hex occupied by an object, including another ship, the skipping ship and the object take damage equal to 5 × the skipping ship’s tier, and the skip ends in the nearest unoccupied hex.