Archives of Nethys

Pathfinder | Starfinder

Terrestrial Vehicles | Starships


Starship Examples

Armor | Base Frames | Computers | Crew Quarters | Defensive Countermeasures | Drift Engines | Expansion Bays | Power Cores | Security | Sensors | Shields | 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.

Drift Stasis Unit

Source Starfinder #7: The Reach of Empire pg. 47
PCU 15; Cost (in BP) 10
Used in the Azlanti Star Empire for moving large numbers of troops efficiently, a Drift stasis unit holds living creatures in a state of suspended animation ideal for long periods of Drift travel. Placing creatures into stasis or removing them from stasis takes 1 hour. An unwilling creature can be placed in a Drift stasis unit only if it is unconscious. While in stasis, a creature is unconscious and doesn’t need to breathe, drink, or eat. One stasis unit can hold 32 Medium creatures in stasis for 30 days with no ill effects. (A Large creature counts as 2 Medium ones for this purpose.)

After 30 days, creatures held in stasis are at risk of Drift stasis sickness, a disease with the parameters shown in the stat block below.

Drift Stasis Sickness

Type disease (31 days of Drift stasis); Save Fortitude DC 15 (see Effect and Cure)
Track physical; Frequency 1/day
Effect no latent state; increase the DC by 1 for each previous save attempted against the disease, up to a maximum of DC 22.
Cure The victim must be removed from Drift stasis, then succeed at 2 consecutive saves. The DC goes down by 1 each day the victim spends removed from Drift stasis, to a minimum of DC 15.