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.

Smuggler Compartment

Source Starfinder Core Rulebook pg. 299
PCU 4; Cost (in BP) 2
Smuggler compartments are cargo holds hidden behind false bulkheads and are shielded from most scanning, allowing a starship equipped with them to haul illegal goods without detection. A smuggler compartment can contain 10 tons of goods, with no item being larger than Medium. A creature on the starship must succeed at a DC 20 Perception check to detect a basic smuggler compartment on the starship. A creature scanning the starship must succeed at a DC 20 Computers check to detect one (this additional check is part of the science officer’s scan action in starship combat; see page 325). For each Build Point spent over the base cost, these DCs increase by 5 (maximum DC 50), though the amount of power the compartment uses also increases by 1.