Archives of Nethys

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Terrestrial Vehicles | Starships


Starship Examples

Armor | Base Frames | Computers | Crew Quarters | Defensive Countermeasures | Drift Engines | Expansion Bays | Other Systems | Power Cores | Security | Sensors | Shields | Thrusters | Weapons | Weapon Properties


[AP] Dawn of Flame

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

Pyre Woebringer - Tier 8

Source Starfinder #16: The Blind City pg. 0
Huge bulk freighter
Speed 4; Maneuverability poor (turn 3); Drift 1
AC 20; TL 20
HP 200; DT 5; CT 40
Shields medium 120 (forward 30, port 30, starboard 30, aft 30)
Attack (Forward) gravity gun (6d6)
Attack (Aft) heavy laser cannon (4d8)
Attack (Turret) light plasma torpedo launcher (3d8)
Power Core Nova Heavy (200 PCU); Drift Engine Signal Basic; Systems basic medium-range sensors, crew quarters (good), mk 4 armor, mk 4 defense, mk 2 mononode computer; Expansion Bays cargo holds (4), general science lab, medical bay, recreation suite (gym), sealed environment chamber (2), synthesis bay; Modifiers +2 to any 1 check per round, +2 Computers (sensors only), +2 Piloting; Complement 30 (minimum 20, maximum 50)

Crew

Captain (1 officer, 2 crew) Diplomacy +16 (8 ranks), gunnery +10, Intimidate +16 (8 ranks), Piloting +16 (8 ranks)
Engineers (2 officers, 5 crew each) Engineering +16 (8 ranks)
Gunners (2 officers, 2 crew each) gunnery +12
Pilot (1 officer, 2 crew) Piloting +20 (8 ranks)
Science Officers (2 officers, 2 crew each) Computers +16 (8 ranks)

Description

Pyre Fleetworks, an efreeti-run company on the Plane of Fire, manufacturers the Woebringer, a large, cumbersome starship that many efreet use to haul slaves. It is slower and less armored than most efreeti ships of its size, but its wide cargo compartments contain rows of thick iron chains and neuroactive docility fields to ensure captives remain quiet and compliant during trips. In addition to standard slave quarters, a Woebringer holds two sealed environment chambers that can be configured for a variety of uses. Sometimes they are filled with water, alien gases, or even vacuum to maintain a minimum survival environment for special slave cargo. Other times, they are emptied of all furnishings and used as isolation chambers for recalcitrant slaves. Rebellions are rare aboard Woebringers, thanks to tales of would-be freedom fighters being thrown into one of the sealed environment chambers and left to suffocate as slowly and painfully as the ships’ sadistic officers can arrange. A Woebringer is fitted with a massive gravity gun to grab smaller ships and haul them close enough for efreeti crew members to capture its crew as slaves.

Serving aboard a Woebringer is considered a favored posting, because the ships include reasonably comfortable crew accommodations, exercise facilities, and good opportunities to vent any frustrations on docile slaves. Officers aboard a Woebringer have even better accommodations and are permitted access to an entire wing of the ship containing the most opulent furnishings and delicacies.

Woebringers are rarely deployed for forward action. The same cargo chambers used to haul slaves can ferry soldiers for short journeys, although such quarters aren’t comfortable. Most efreeti captains remove the chains and docility fields from the cargo chambers before loading them up with soldiers, although others have found that the presence of the chains serves as a good reminder for the fate the soldiers face if they fail in their tasks.

Aurora Yellow Dwarf - Tier 3

Source Starfinder #13: Fire Starters pg. 0
Medium explorer
Speed 8; Maneuverability good (turn 1); Drift
AC 17; TL 17
HP 55; DT —; CT 11
Shields basic 40 (forward 10, port 10, starboard 10, aft 10)
Attack (Forward) high explosive missile launcher (4d8)
Attack (Port) coilgun (4d4)
Attack (Starboard) coilgun (4d4)
Attack (Turret) light particle beam (3d6)
Power Core Pulse Green (150 PCU); Drift Engine none; Systems advanced mid-range sensors, crew quarters (good), mk 1 mononode computer, mk 4 armor, mk 4 defenses; Expansion Bays brig, cargo holds (2), passenger seating; Modifiers +1 on any one check per round, +4 Computers (sensors only), +1 Piloting; Complement 5 (minimum 1, maximum 6)

Crew

Captain Diplomacy +13 (3 ranks), gunnery +6, Piloting +8 (3 ranks)
Engineer Engineering +13 (3 ranks), gunnery +6
Gunner gunnery +7
Pilot gunnery +7, Piloting +14 (3 ranks)
Science Officer Computers +12 (3 ranks), Engineering +8 (3 ranks)

Description

The Sarenite peacekeeping force known as the Dawn Patrol keeps a close eye on the only tunnel that leads to the Burning Archipelago from its spaceborne headquarters of Sunrise Station. The majority of the Dawn Patrol consists of armed troopers based in the Archipelago itself, but the church of Sarenrae also provides starships to patrol space in the immediate vicinity of the tunnel. Manufactured by Aurora Projects, one of the church’s technological concerns operating out of Lucent Shipyards, Yellow Dwarf vessels are the most common ships in the Dawn Patrol’s navy. A Yellow Dwarf boasts decent weaponry to deter any ne’er-do-wells who might try to illegally breach the tunnel, as well as a brig to hold captured miscreants. A Yellow Dwarf can also ferry cargo and passengers, such as church dignitaries, to and from the Archipelago when necessary. Most Yellow Dwarfs lack a Drift engine, but each crew’s tour of duty can last for several months, and so the ship has comfortable crew quarters and a galley. Some captains convert their Yellow Dwarf’s passenger seating into a recreation area to help keep the crew entertained and fit during long assignments.

Excoriation Combine Jezail - Tier 6

Source Starfinder #14: Soldiers of Brass pg. 0
Large destroyer
Speed 10; Maneuverability average (turn 2); Drift 1
AC 19; TL 20
HP 170; DT —; CT 34
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) heavy solar cannon (3d8)
Attack (Port) light laser cannon (2d4)
Attack (Starboard) light laser cannon (2d4)
Attack (Aft) light plasma torpedo launcher (3d8)
Power Core Arcus Maximum (200 PCU); Drift Engine Signal Basic; Systems basic medium-range sensors, crew quarters (luxurious), mk 1 tetranode computer, mk 4 armor, mk 5 defenses; Expansion Bays cargo hold, medical bay, recreation suite (gym), tech workshop; Modifiers +1 to any 4 checks per round, +2 Computers (sensors only); Complement 6 (minimum 6, maximum 20)

Crew

Captain Diplomacy +16 (6 ranks), gunnery +8, Intimidate +16 (6 ranks), Piloting +13 (6 ranks)
Engineer Engineering +13 (6 ranks)
Gunners (2) gunnery +10
Pilot Piloting +13 (6 ranks)
Science Officer Computers +13 (6 ranks)

Description

Azer workers diligently operate shipyards owned by the Excoriation Combine across the Plane of Fire. An efreeti-managed organization, the Excoriation Combine remains dedicated to providing efreet generals and warlords with technological wonders. The Excoriation Combine Jezail has seen deployments throughout the Plane of Fire and the Material Plane by dozens of noble efreet and their most trusted servants. These vessels act as incredibly fast platforms for seek-and-destroy missions or to escort larger and more ponderous vessels. Many Jezails pursue their missions while within a star’s close orbit, where their reinforced armor plating not only protects them from hazardous heat but also passively charges their primary armament: a heavy solar cannon that fires devastating blasts of superheated plasma designed to weaken enemy starships to successive hits.

Protector Accord - Tier 4

Source Starfinder #17: Solar Strike pg. 0
Small shuttle
Speed 10; Maneuverability perfect (turn 0); Drift
AC 22; TL 22
HP 40; DT —; CT 8
Shields light 60 (forward 15, port 15, starboard 15, aft 15)
Attack (Forward) light torpedo launcher (2d8), light torpedo launcher (2d8)
Attack (Turret) coilgun (4d4), flak thrower (3d4)
Power Core Accord core (functions as Pulse Black; 120 PCU); Drift Engine none; Systems advanced short-range sensors, chariot joining, crew quarters (common), mk 2 tetranode computer (tier 2), mk 3 armor, mk 3 defenses; Security antipersonnel weapons (varies), psiometric locks; Expansion Bays transmutable; Modifiers +2 any four checks per round, +4 Computers (sensors only), +2 Piloting; Complement 4 (minimum 1, maximum 4)

Crew

Captain (4) Computers +21 (8 ranks), Diplomacy +21 (8 ranks), Engineering +21 (8 ranks), Gunnery +16, Piloting +23 (8 ranks)

Description

Intended as a defense against major threats to Kahlannal, the Protectors’ Accord starships are versatile vessels. Comprising four chariots fused together into a seamless whole, an Accord has five distinct compartments. These compartments seem unconnected; however, the starship’s fluid nature allows it to form chambers around crew members and passengers and shunt them safely between chambers where no apparent passageway exists, like a fluid airlock. A central chamber in the main body can be configured to serve various functions, from cargo holds to passenger compartments.

The Protector crew controls the Accord telepathically and physically. Each pilot occupies a cockpit, formed from a chariot upon the starship’s formation. Any pilot can perform any function on the ship from their station. The telepathic link between the Protectors and the Accord gives the ship incredible maneuverability and makes it one of the most efficient small warships in the Pact Worlds system. Although the starship can accommodate a crew of four, and four are required to create an Accord, the vessel can function with only one pilot.

After the advent of solar-travel technology in the Pact Worlds, Protector Accords are fitted with a solar shield channel. This new technology allows the Protectors to fly into the sun around Kahlannal to protect their city if the need arises.

Special Abilities

Antipersonnel Weapons (Ex) Accords have antipersonnel weapons (item level 8 or lower) from their constituent Protector chariots.

Chariot Joining (Ex) An Accord is an amalgamation of four Protector chariots. The chariots form this starship to include their parts. An Accord can split into its constituent chariots at any time.

Elite Crew (Ex) As shown in the crew section, an Accord has an elite crew of Protectors as pilots. These pilots can perform other crew actions based on their skills.

Psiometric Locks (Ex) An Accord opens and operates only for the four Protector crew members. These crew members can open the starship to allow other creatures inside, but creatures that are not Protectors cannot operate the vessel’s systems.

Transmutable Expansions (Ex) An Accord can have up to two active expansion bays, which can include any combination of the following: brig, cargo bay, escape pods, guest quarters, or passenger seating.

Sun Diver - Tier 6

Source Starfinder #15: Sun Divers pg. 0
Small light freighter
Speed 10; Maneuverability good (turn 1); Drift 1
AC 21; TL 21 (assumes 6 ranks in Piloting)
HP 50; DT —; CT 10
Shields Heavy shields 240 (forward 60, port 60, starboard 60, aft 60)
Attack (Forward) linked chain cannons (12d4)
Attack (Port) flak thrower (3d4)
Attack (Starboard) flak thrower (3d4)
Attack (Aft) flak thrower (3d4)
Power Core Pulse Red (175 PCU); Drift Engine Signal Basic; Systems advanced long-range sensors, crew quarters (common), mk 4 armor, mk 4 defenses, mk 3 mononode computer (tier 3, artificial personality), new weapon mount (aft); Expansion Bays cargo hold, science lab, tech workshop; Modifiers +3 to any one check per round, +4 Computers (sensors only), +1 Piloting; Complement 6 (minimum 1, maximum 6)

Description

The Sun Diver, a ship capable of diving deep into the hostile sun, is the only vessel of its kind known to the Pact Worlds. It was recently invented by a brilliant human engineer named Lurian “Lu” Straza. The ship’s plating and shield matrix employ a complex weave of siccatite, which not only protects the Sun Diver from the heat, pressure, and other dangers of a star’s interior, but also helps power the ship. To protect herself against loneliness, Lurian gave the Sun Diver’s computer an artificial personality—a warm, grandfatherly virtual intelligence with a gravelly voice and Lu’s penchant for risk-taking and colorful language.

Special Abilities

Limited Fire

When the Sun Diver is within a star, the physical ammunition that its weapons fire burns up in stellar plasma after the second range increment (10 hexes), preventing these weapons from hitting anything beyond that range.

Overpowered

The Sun Diver is designed to draw power from the energies channeled through its solar shields and power core, so it becomes much easier to distribute that power to various systems while the vessel is fully immersed in an active star. While inside such a stellar body, the DC for the engineer’s divert and overpower crew actions is 5 lower than normal.

Sensitive System Balance

The Sun Diver’s systems work in delicate concert, making any adjustment of the ship’s systems risky. Each time the Sun Diver is refitted or upgraded with new systems, the vessel takes 5d10–20 virtual damage that can also cause critical damage. Detecting this “damage” requires a successful Engineering check (DC = 15 + 1-1/2 times the Sun Diver’s tier). When detected, this virtual damage can be repaired as if it were real, signifying rebalancing the Sun Diver’s sensitive systems. If undetected, the damage and critical damage becomes real the next time the vessel enters a stressful situation, such as starship combat. In addition, when the Sun Diver takes critical damage in starship combat, it has a 10% chance to take critical damage a second time in a random system.

Siccatite Degradation

Prolonged exposure to internal solar forces can eventually fatigue the ship’s siccatite matrix to the point of failure. The Sun Diver takes 1d4 damage each day it remains in contact with solar forces. This damage can be repaired only in a safe harbor and with 1 Bulk of siccatite per 5 damage or fraction thereof repaired.

Solar Shield Channel

Because the shield system channels destructive solar forces around and through the vessel, the Sun Diver is considered to have only half its normal shields while within a star (120 for the unmodified Sun Diver). The starship’s shields take half damage from starship gravity, laser, and plasma weapons. These shields also block the irradiate weapon special property. Conversely, the Sun Diver can’t fire gravity, laser, or plasma weapons through its own shields. The Sun Diver’s shields also block the EMP and irradiate weapon special properties of any non-tracking weapon the vessel fires.