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

Xenowarden Ships

A cross between conventional starship design and massive plant creatures, the ships of the Xenowardens are undeniably unique. Grown in orbital nurseries owned by the Xenowarden-sponsored Unified Conservatory (UC for short), these vessels are living things. The larger vessels also have a form of consciousness, although it is closer to animal empathy than actual sentience. Xenowarden crews and captains regularly take part in a deep bonding ritual with their starships.

Technology is incorporated into Xenowarden vessels from the beginning, although they are fueled in ecologically conscious ways. These vessels draw on solar power to recharge their batteries, which use a specialized form of electrostatic algae to hold a charge. This has the unfortunate side effect of making their vessels extremely susceptible to radiation weapons, which can drain their power sources and leave the ships adrift and dead. One of the most common vessels in the order’s fleet is the Arkship. These vessels are formed of up to eight smaller Pod ships merged together. Most of them retain the ability to “shed” a few of their vessels to be used as shuttles when needed. This design also allows them to be very easily repaired. If one Pod is particularly damaged, it can be replaced with a brand-new, fully functional Pod in less than an hour.

The largest Xenowarden vessels are the Gardenships, marvels of bioengineering that are capable of supporting their crews without any power at all as long as they receive enough solar radiation to sustain their hydroponic gardens. These vessels are still comparatively rare, and the Xenowardens view them more as ecological orbital platforms than conventional ships. Unfortunately, Gardenships take a long time to grow, and the bonding process can be grueling for some species.

Biomechanical Ships

The ships of the Xenowardens are not so much constructed as they are grown in orbital nurseries. Unique blends of technology and nature, they’re capable of healing themselves over time and responding to threats in ways unlike any other vessel. These abilities cannot be added to other vessels and, as of yet, no one else in the Pact Worlds has managed to unlock the secrets of their creation.

Empathetic Response: A biomechanical ship can respond like a sentient creature when wounded or in danger. Once a biomechanical ship has taken critical damage, its speed increases by 2 hexes (which may affect its Piloting modifier; see page 319 of the Starfinder Core Rulebook). In addition, if the pilot of a biomechanical ship successfully performs the evade stunt, the ship receives a +3 circumstance bonus to its AC and TL (instead of +2).

Radiation Sensitive: Weapons with the irradiate property deal tremendous damage to a biomechanical ship. In addition to the radiation damage dealt to the crew, the ship takes critical damage effects, depending on the level of the radiation. If the radiation level is low, the ship takes one critical damage effect. The ship takes two critical damage effects from medium radiation, and the ship takes four critical damage effects from high radiation.

Self-Repair: While not traveling or in combat, a biomechanical vessel automatically regains 1 Hull Point per hour. This can be increased to 2 Hull Points per hour if the ship’s regrowth is being tended by someone with a number of ranks in the Engineering skill equal to the ship’s tier; that engineer can do nothing else during this time. The vessel requires the light from a nearby star, and therefore the ship must be in the same solar system as a star. Less light will delay or even halt this process (subject to the GM’s discretion). If this healing raises the ship’s HP over a multiple of its Critical Threshold, the critical damage condition of one randomly determined system is reduced by one step.

UC Gardenship - Tier 10

Source Pact Worlds pg. 163
Huge biomechanical bulk freighter
Speed 4; Maneuverability poor (turn 3); Drift 1
AC 26; TL 23
HP 200; DT 5; CT 40
Shields medium 160 (forward 40, port 40, starboard 40, aft 40)
Attack (Forward) heavy laser array (6d4)
Attack (Aft) heavy laser array (6d4)
Attack (Turret) light spore pod launcher (special), light spore pod launcher (special)
Power Core Nova Heavy (200 PCU); Drift Engine Signal Basic; Systems budget mid-range sensors, crew quarters (basic), mk 3 mononode computer, mk 6 defenses, mk 8 armor; Expansion Bays hydroponic gardens (4), medical bay, synthesis bay; Modifiers +3 any one check each round, +1 Piloting; Complement 27


Captain Computer +24 (10 ranks), Diplomacy +24 (10 ranks), Engineering +19, gunnery +16, Piloting +20 (10 ranks)
Engineers (2 officers, 3 crew each) Engineering +24 (10 ranks)
Gunners (2) gunnery +21
Pilot Piloting +25 (10 ranks)
Science Officers (3 officers, 4 crew each) Computer +24 (10 ranks)


A UC Gardenship is a sight to behold drifting through space, a mass of bright green set against inky darkness and bringing life wherever it goes. Its foliage is protected from the harshness of vacuum by powerful (and nearly invisible) forcefields.

UC Arkship - Tier 10

Source Pact Worlds pg. 162
Large biomechanical destroyer
Speed 8; Maneuverability average (turn 3); Drift 2
AC 28; TL 23
HP 190; DT —; CT 38
Shields medium 100 (forward 25, port 25, starboard 25, aft 25)
Attack (Forward) heavy laser array (6d4), heavy spore pod launcher (special)
Attack (Port) coilgun (4d4)
Attack (Starboard) coilgun (4d4)
Attack (Aft) coilgun (4d4)
Attack (Turret) laser net (2d6)
Power Core Pulse Orange (250 PCU); Drift Engine Signal Booster; Systems advanced mid-range sensors, crew quarters (common), mk 2 tetranode computer, mk 6 defenses, mk 9 armor; Expansion Bays cargo bays (2), hive bays (2); Modifiers +2 any four checks each round, +4 Computers; Complement 10


Captain Computer +23 (10 ranks), Diplomacy +24 (10 ranks), gunnery +16, Intimidation +19 (10 ranks), Piloting +19 (10 ranks)
Engineers (3) Engineering +24 (10 ranks)
Gunners (3) gunnery +21
Pilot Piloting +24 (10 ranks)
Science Officers (2) Computer +28 (10 ranks)


Though they are composed of several UC Pod ships fused together, UC Arkships have a single sentience that acts in a very protective manner toward its component vessels. A crew must learn to comfort an Arkship when these pods are lost in battle.

UC Pod - Tier 1/2

Source Pact Worlds pg. 162
Tiny biomechanical interceptor
Speed 12; Maneuverability perfect (turn 0); Drift
AC 16; TL 16
HP 30; DT —; CT 6
Shields basic 10 (forward 3, port 2, starboard 2, aft 3)
Attack (Forward) gyrolaser (1d8), light spore pod launcher (special)
Power Core Micron Heavy (70 PCU); Drift Engine none; Systems basic mid-range sensors, hive joining, mk 1 mononode computer, mk 3 armor, mk 3 defenses; Expansion Bays none; Modifiers +1 any one check each round, +2 Computers, +1 Piloting; Complement 1


Pilot Computers +7 (1 rank), gunnery +6, Piloting +11 (1 rank)


Sleek and maneuverable, UC Pods dart around the battlefield and harry their enemies with spore pod launchers, leaving larger ships to finish the fight. Pods tend to have more flighty empathetic responses, much like those of small birds.