Archives of Nethys

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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


Security

Source Starfinder Core Rulebook pg. 300
The additions below help to prevent unwanted scoundrels from absconding with a starship. Security systems require an operational power core to function, but they consume a negligible amount of PCU. The cost of each option is listed in the table below.

Cloaking

Cloaking technology is not widely available in Near Space, but scientists have developed several systems that enable starships to avoid detection by other starships. Activating a cloaking device takes one action by an engineer while the starship is neither in motion nor engaged in combat. The ship vanishes from view, and based on the cloaking device’s level, another ship must have sensors of a minimum level to detect it.

Cloaking technology is named for the maximum quality of sensors that can’t detect the cloaked ship. Cut-rate cloaking technology fools only cut-rate sensors; budget cloaking technology fools only cut-rate and budget sensors, and so on. Sensors capable of detecting a cloaked starship can do so only when the cloaked starship has entered the sensor’s first range increment. Engaging a Drift engine or thrusters or beginning starship combat immediately negates the cloaking ability, whereupon the ship reappears and can be detected normally.

Cloaking, Basic

Source Near Space pg. 114
Cost (in BP) 25
PCU 40


Cloaking, Advanced

Source Near Space pg. 114
Cost (in BP) 40
PCU 75

Cloaking, Budget

Source Near Space pg. 114
Cost (in BP) 15
PCU 25

Cloaking, Cut-rate

Source Near Space pg. 114
Cost (in BP) 10
PCU 15