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.

Decoy Husk

Source Starfinder #20: The Last Refuge pg. 48
PCU 15 + size category; Cost (in BP) 4 x size category
A decoy husk is a living case that can be regrown when ejected from a starship, expands to mimic that vessel and flies in another direction. This expansion takes up one bay in a Small starship, two in a Medium or Large vessel, three in a Huge starship, four in a Gargantuan craft, and five in a Colossal one. Super-colossal vessels cannot install or use this expansion. Once a decoy husk has been deployed, it cannot be recovered, and it takes the deploying vessel a week to grow another decoy.

A crew member must deploy the decoy as a crew action during the helm phase. Other vessels that fail a Computers check (DC = 10 + the deploying crew member’s Computers bonus) to scan the deploying vessel and its decoy cannot tell the two apart, although this scan can be repeated during each helm phase. The decoy moves in an evasive trajectory chosen by the deploying crew and at the deploying vessel’s speed, and it generates Shield Points equal to its cost in Build Points, but these shields falsely mimic those of the deploying starship when scanned. The decoy can’t attack, and it has a number of Hull Points equal to 20% of the deploying starship’s Hull Points.

A decoy husk can also be used as weapon. If it enters the hex of another vessel, a crew member aboard the deploying starship can make a gunnery check against the target’s TL. On a hit, the decoy explodes, dealing damage according to its size—Small: 5d8; Medium: 5d10; Large: 10d8; Huge: 2d6 x 10; Colossal: 2d8 x 10. If the attack misses, the decoy is still destroyed in the resulting explosion.