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

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.

Hive Bay

Source Pact Worlds pg. 153
PCU 5; Cost (in BP) 10
Xenowarden capital ships have the ability to launch pod ships to use as shuttles or other short-range vessels. A hive bay can launch up to two pod ships. For each pod launched in this way, the arkship loses 15 Hull Points and takes a –2 penalty to its AC and TL, and all crew actions take a –2 penalty. As long as the capital ship has an unoccupied slot in a hive bay, it can reabsorb a pod ship to regain these Hull Points and negate the penalties. If the pod returns damaged, the capital vessel regains 1 fewer Hull Point for every 2 points of Hull Point damage taken by the pod ship. The penalties are negated regardless of the pod ship’s condition.