Complete reference for designing and outfitting starships using PF2e/SF2e mechanics, level-based components, credit costs, PF2e attack rolls, and integrated skill checks. Compatible with the SF2e Cinematic Combat system.
Ships in this system are level-scaled items built from components, each with their own item level and credit cost. The party's ship level advances alongside the party, at each level, the crew can upgrade or replace components using the standard Craft action (Tech Crafting feat, UPBs or credits).
The Ship Level equals the party's Average Party Level (APL). When a new ship is acquired at a given level, this is the total credits available to build it from scratch. Existing ships can be upgraded piecemeal using downtime crafting.
| Level | Build Budget | Level | Build Budget | Level | Build Budget | Level | Build Budget |
|---|---|---|---|---|---|---|---|
| 1 | 2,000 cr | 6 | 25,000 cr | 11 | 275,000 cr | 16 | 3,000,000 cr |
| 2 | 3,500 cr | 7 | 42,000 cr | 12 | 450,000 cr | 17 | 4,800,000 cr |
| 3 | 5,500 cr | 8 | 65,000 cr | 13 | 720,000 cr | 18 | 7,700,000 cr |
| 4 | 9,000 cr | 9 | 100,000 cr | 14 | 1,150,000 cr | 19 | 12,500,000 cr |
| 5 | 15,000 cr | 10 | 165,000 cr | 15 | 1,850,000 cr | 20 | 20,000,000 cr |
Components must be at or below the ship's current level. You can use underleveled components (cheaper, weaker) or save up for upgrades during downtime.
| Size | AC / Evasion Mod | Hardness | Notes |
|---|---|---|---|
| Tiny | +4 | · | Fighters, interceptors, easy to hit, easy to evade |
| Small | +2 | · | Shuttles, light freighters |
| Medium | +0 | · | Explorers, transports, baseline |
| Large | –2 | · | Destroyers, heavy freighters |
| Huge | –4 | 5 | Bulk freighters, cruisers. Damage ≤ Hardness is ignored. |
| Garg. | –6 | 10 | Carriers, battleships. Capital weapons available. |
| Colossal | –10 | 20 | Dreadnoughts. Hardness applies before shields. |
Hardness: Huge and larger ships have Hardness like a construct. Any attack dealing damage equal to or less than the Hardness value deals no HP damage (absorbed entirely). Hardness is applied after the attack hits but before shields absorb remaining damage.
Attack Roll: Gunner's Ranged Attack modifier + Computer tier item bonus. Multiple Attack Penalty applies (−5 second attack, −10 third). Targets the enemy ship's AC.
HP formula: Base HP + (HP Increment × ship level). Frame item level = minimum ship level required to install it.
| Frame | Size | Item Lvl | Cost | Base HP (Increment) | Agility | Weapon Mounts | Exp. Bays | Crew |
|---|---|---|---|---|---|---|---|---|
| Racer | Tiny | 1 | 400 | 15 (+5) | Perfect (turn 0) | Fwd 1L, Aft 1L | 0 | 1/1 |
| Interceptor | Tiny | 1 | 600 | 20 (+5) | Perfect (turn 0) | Fwd 2L | 0 | 1/1 |
| Fighter | Tiny | 1 | 800 | 25 (+5) | Good (turn 1) | Fwd 2L (1 track.), Aft 1L | 0 | 1/2 |
| Shuttle | Small | 2 | 700 | 25 (+6) | Perfect (turn 0) | Fwd 1L | 3 | 1/4 |
| Light Freighter | Small | 3 | 1,500 | 30 (+8) | Good (turn 1) | Fwd 2L, Port 1L, Stbd 1L | 3 | 1/6 |
| Explorer | Medium | 4 | 2,500 | 40 (+10) | Good (turn 1) | Fwd 1L, Port 1L, Stbd 1L, Turret 1L | 4 | 1/6 |
| Transport | Medium | 5 | 4,000 | 55 (+12) | Average (turn 2) | Fwd 1H+1L, Aft 1L, Turret 2L | 5 | 1/6 |
| Destroyer | Large | 7 | 10,000 | 100 (+18) | Average (turn 2) | Fwd 2H, Port 1L, Stbd 1L, Aft 1L, Turret 1L | 4 | 6/20 |
| Heavy Freighter | Large | 7 | 12,000 | 90 (+18) | Average (turn 2) | Fwd 1H+2L, Port 1H, Stbd 1H | 8 | 6/20 |
| Bulk Freighter | Huge | 9 | 25,000 | 120 (+24) | Poor (turn 3) | Fwd 1H, Aft 1H, Turret 2L | 10 | 20/50 |
| Cruiser | Huge | 9 | 28,000 | 140 (+26) | Average (turn 2) | Fwd 1C, Port 1L, Stbd 1L, Turret 1H | 6 | 20/100 |
| Carrier | Garg. | 12 | 110,000 | 180 (+36) | Poor (turn 3) | Fwd 1C, Port 3H, Stbd 3H, Turret 2L | 10+ | 75/200 |
| Battleship | Garg. | 12 | 140,000 | 200 (+40) | Average (turn 2) | Fwd 1C+2H, Port 2H+1L, Stbd 2H+1L, Aft 1L, Turret 2H | 8 | 100/300 |
| Dreadnought | Colossal | 15 | 500,000 | 300 (+55) | Clumsy (turn 4) | Fwd 2C+2H, Port 1C+3H, Stbd 1C+3H, Turret 4L | 20 | 125/500 |
Agility / turn number: How many hexes the ship must move forward before it can turn. Perfect = 0, Good = 1, Average = 2, Poor = 3, Clumsy = 4. Each extra turn (from heavy armor) adds to this. The Pilot's Piloting check can temporarily improve agility once per round as a 2-action activity. Weapon Mount codes: L = Light · H = Heavy · C = Capital (Garg/Colossal only) · Turret = any arc.
Total PCU consumed by all installed systems cannot exceed the core's output. Each additional core beyond the first uses one expansion bay slot.
| Core | Item Level | PCU Output | Compatible Sizes | Cost |
|---|---|---|---|---|
| Drifter | 1 | 50 | T | 400 |
| Coalwright | 2 | 70 | T | 700 |
| Hearthwright | 3 | 80 | T | 1,100 |
| Covenant Spark | 3 | 90 | T S | 1,400 |
| Covenant Ember | 4 | 120 | T S | 2,200 |
| Covenant Flare | 5 | 140 | T S | 3,500 |
| Covenant Arc | 6 | 200 | T S M | 5,500 |
| Covenant Surge | 8 | 250 | S M L | 14,000 |
| Covenant Cascade | 9 | 300 | S M L | 22,000 |
| Yalos Standard | 7 | 150 | M L H | 8,500 |
| Yalos Forgeheart | 9 | 200 | M L H | 22,000 |
| Yalos Forgeheart Prime | 11 | 300 | M L H | 80,000 |
| Greyvein Core | 10 | 300 | L H G | 50,000 |
| Greyvein Deep | 13 | 400 | L H G | 200,000 |
| Archon Worldheart | 15 | 500 | H G C | 700,000 |
All ships require a fuel source to operate. The source determines which ship ranks it can support, how long it runs before requiring service or replacement, and what crew capabilities or resources are needed to maintain it. Seven classifications are recognized in the 9th Era, ordered below from most capable to least.
A velath housing containing a sehar sphere, a 6th Era eternal engine of unknown manufacture. The sehar outputs power without fuel, degradation, or measurable mechanism. No 9th Era engineer has reproduced one. Ships that carry a sehar are uncommon enough to be named in records. The Mechwright Covenant documents every confirmed sighting.
Raw plasma drawn directly from Sol through a licensed stellar extraction operation and sealed into purpose-built velath-lined containment housings rated for stellar temperatures. Output exceeds anything 9th Era engineering can otherwise produce. The containment is finite, three ships have been lost to housing failure in the current era. The Mechwright Covenant developed the extraction protocol and holds a monopoly on certified housing manufacture. Refueling requires return to a licensed extraction facility; standard ports cannot service starfire vessels.
The closest the 9th Era has come to reproducing 6th Era output. Engineered in the Deep Forge facilities on Yalos, a resonance stack amplifies and recycles arcane energy through layered crystal matrices. Each stack has a rated service life; the matrix degrades after sustained operation and must be replaced. Requires a crew member with the Arcane Spellcasting trait to calibrate the resonance cycle monthly.
Greyvein is a mineral unique to Mourne that amplifies arcane throughput when structured into a lattice frame. The lattice draws on ambient magic and converts it through the greyvein to usable ship power. Output is steady and clean. Duration varies by lattice density and the ambient arcane saturation of the space the ship passes through, Mourne-adjacent routes run longer; low-magic void sectors deplete faster.
The standard propulsion system for 9th Era vessels in the mid-range. A set of resonant sails captures and converts ambient arcane flux into thrust. The sails must be trimmed by a crew member with active arcane casting ability; the practitioner makes an Arcana check each day of travel to optimize efficiency. A ship with space sails but no qualified trimmer travels at half speed.
A 6th Era arcane housing of unknown design, the only structure that can mount a sehar sphere and draw its full output. A sehar installed without a velathi housing is functional but constrained: rank ceiling drops to 17 and total power output is roughly half of a properly housed unit. No 9th Era craftwork has replicated the housing's interior geometry. Velathi are not manufactured; they are found.
Chemical combustion engines using refined alchemical compounds, no magic required, no specialist crew beyond a basic Engineer. Fuel is purchased in port and consumed continuously. Supply disruption is the primary risk; alchemical burn ships are common in low-magic systems and among operators who mistrust arcane infrastructure. The engines are loud, hot, and reliable.
Void current navigation, the ship uses extended sail arrays to catch natural tidal flows between systems rather than generating its own thrust. Free to operate but completely dependent on current routes and the navigator's knowledge of them. A Driftborn pilot or current-surveyor chart is required; without one, the ship cannot use tide-catch propulsion at all. Journey times are unpredictable.
A direct-feed housing that accepts spell slots as fuel. Any spellcaster can power it by expending slots into the drive as a 2-action activity. One slot of any rank provides 6 hours of standard travel; rank 3 provides 1 day; rank 5 provides 3 days. The drive imposes no other requirements and functions as long as someone aboard has spells remaining.
Thrusters must match ship size. Speed = hexes per round in combat. The Piloting Mod is a circumstance bonus or penalty applied to the Pilot's Piloting checks.
| Size | Thruster | Item Lvl | Speed | Piloting Mod | PCU | Cost |
|---|---|---|---|---|---|---|
| Tiny | T6 | 1 | 6 | +1 | 20 | 300 |
| T8 | 2 | 8 | · | 25 | 550 | |
| T10 | 3 | 10 | · | 30 | 850 | |
| T14 | 5 | 14 | –2 | 40 | 2,000 | |
| Small | S6 | 2 | 6 | +1 | 30 | 500 |
| S8 | 3 | 8 | · | 40 | 900 | |
| S10 | 5 | 10 | · | 50 | 2,000 | |
| Medium | M4 | 2 | 4 | +2 | 40 | 600 |
| M6 | 3 | 6 | +1 | 50 | 1,000 | |
| M10 | 6 | 10 | · | 70 | 3,500 | |
| M12 | 8 | 12 | –1 | 80 | 9,500 | |
| Large | L4 | 4 | 4 | +2 | 60 | 2,000 |
| L6 | 6 | 6 | +1 | 80 | 5,500 | |
| L10 | 9 | 10 | · | 120 | 25,000 | |
| Huge | H6 | 8 | 6 | +1 | 120 | 14,000 |
| H8 | 11 | 8 | · | 140 | 70,000 | |
| Garg. | G4 | 10 | 4 | +2 | 120 | 42,000 |
| G6 | 12 | 6 | +1 | 180 | 130,000 | |
| Colossal | C4 | 13 | 4 | +2 | 200 | 270,000 |
| C6 | 15 | 6 | +1 | 300 | 750,000 |
Armor adds to AC. Cost shown is for a Medium ship, multiply by the size factor (Small ×2, Large ×4, Huge ×8, Garg ×16, Colossal ×32). High marks impose a penalty to Reflex saves and may increase Agility turn number.
| Mark | Lvl | +AC | Penalty | Cost (Med) |
|---|---|---|---|---|
| Mk 1 | 1 | +1 | · | 500 |
| Mk 2 | 2 | +2 | · | 1,000 |
| Mk 3 | 3 | +3 | · | 2,000 |
| Mk 5 | 5 | +5 | –1 Reflex | 5,500 |
| Mk 7 | 8 | +7 | –1 Reflex | 18,000 |
| Mk 9 | 10 | +9 | –2 Reflex, +1 turn | 45,000 |
| Mk 12 | 14 | +12 | –3 Reflex, +2 turn | 160,000 |
| Mk 15 | 17 | +15 | –4 Reflex, +3 turn | 550,000 |
Countermeasures add to Evasion DC (vs tracking weapons). Cost is for Medium; same size multiplier applies.
| Mark | Lvl | +Evasion DC | PCU | Cost (Med) |
|---|---|---|---|---|
| Mk 1 | 1 | +1 | 1 | 200 |
| Mk 3 | 3 | +3 | 2 | 600 |
| Mk 5 | 5 | +5 | 4 | 1,800 |
| Mk 7 | 8 | +7 | 7 | 9,000 |
| Mk 10 | 12 | +10 | 13 | 70,000 |
| Mk 15 | 17 | +15 | 45 | 500,000 |
Shields distribute SP across four quadrants (Forward, Port, Starboard, Aft). Damage hits the struck quadrant's shields first; overflow reduces HP. SP regenerates at the start of each round.
| Shield | Lvl | Total SP | Regen/Rd | PCU | Cost |
|---|---|---|---|---|---|
| Basic 10 | 1 | 10 | 1 | 5 | 300 |
| Basic 30 | 3 | 30 | 1 | 15 | 900 |
| Light 50 | 4 | 50 | 2 | 20 | 1,800 |
| Light 80 | 6 | 80 | 2 | 30 | 5,500 |
| Medium 100 | 7 | 100 | 4 | 30 | 9,000 |
| Medium 160 | 9 | 160 | 8 | 45 | 25,000 |
| Heavy 280 | 11 | 280 | 16 | 60 | 80,000 |
| Heavy 480 | 14 | 480 | 32 | 110 | 300,000 |
| Superior 600 | 17 | 600 | 64 | 160 | 900,000 |
The Engineer can use a 2-action activity (Divert Power) to immediately restore 2× normal regen to one shield quadrant. Spending 3 actions can rebalance SP across all quadrants evenly.
Ship weapons are items with their own levels. Light weapons fit any ship. Heavy weapons require Large or larger frames. Capital weapons require Gargantuan or larger. Weapon damage scales with item level.
| Weapon | Type | Item Lvl | Damage | Range | PCU | Cost | Special |
|---|---|---|---|---|---|---|---|
| Light Laser Cannon | Energy | 1 | 1d6+1 | 5 hex | 5 | 250 | · |
| Coilgun | Kinetic | 2 | 2d4+2 | 6 hex | 10 | 500 | · |
| Gyrolaser | Energy | 3 | 1d6+4 | Broad Arc | 10 | 700 | Broad Arc |
| Micromissile Battery | Tracking | 3 | 2d6+2 | 8 hex | 10 | 800 | Array, Limited 5 |
| Light Torpedo Launcher | Tracking | 4 | 3d6+3 | 8 hex | 5 | 1,400 | Limited 5 |
| Light Plasma Cannon | Energy | 5 | 4d6+2 | 5 hex | 10 | 2,800 | · |
| HE Missile Launcher | Tracking | 6 | 4d8+4 | 8 hex | 10 | 4,000 | Limited 5 |
| Chain Cannon | Kinetic | 7 | 5d6+5 | 5 hex | 15 | 6,500 | Ripper (bleed crit) |
| Light Particle Beam | Energy | 8 | 5d8+4 | 6 hex | 10 | 11,000 | · |
| Nuclear Missile Launcher | Tracking | 9 | 6d8+5 | 10 hex | 10 | 18,000 | Irradiate (low), Ltd 5 |
| Weapon | Type | Item Lvl | Damage | Range | PCU | Cost | Special |
|---|---|---|---|---|---|---|---|
| Heavy Laser Cannon | Energy | 5 | 4d8+4 | 6 hex | 10 | 3,500 | · |
| Railgun | Kinetic | 6 | 5d8+5 | 8 hex | 20 | 5,500 | · |
| Particle Beam | Energy | 8 | 7d10+5 | 6 hex | 25 | 12,000 | · |
| Plasma Cannon | Energy | 9 | 8d10+6 | 5 hex | 30 | 20,000 | · |
| Twin Laser | Energy | 10 | 9d8+6 | 6 hex | 15 | 32,000 | · |
| Heavy Torpedo Launcher | Tracking | 10 | 9d8+6 | 10 hex | 10 | 30,000 | Limited 5 |
| Graser | Energy | 12 | 11d10+8 | 6 hex | 40 | 90,000 | Irradiate (medium) |
| Persistent Particle Beam | Energy | 13 | 13d10+8 | 5 hex | 40 | 150,000 | · |
| Heavy Antimatter Launcher | Tracking | 14 | 14d10+9 | 10 hex | 15 | 220,000 | Limited 5 |
| Weapon | Type | Item Lvl | Damage | Range | PCU | Cost | Special |
|---|---|---|---|---|---|---|---|
| Mass Driver | Kinetic | 10 | 10d12+8 | 8 hex | 25 | 55,000 | · |
| Particle Beam Cannon | Energy | 12 | 13d12+10 | 7 hex | 30 | 140,000 | · |
| Super Plasma Cannon | Energy | 14 | 16d12+12 | 6 hex | 45 | 430,000 | · |
| Antimatter Mega-Missile | Tracking | 15 | 18d12+13 | 12 hex | 15 | 650,000 | Limited 5 |
| Supergraser | Energy | 16 | 20d12+14 | 7 hex | 50 | 1,200,000 | Irradiate (high) |
| Vortex Cannon | Energy | 18 | 25d12+16 | 5 hex | 55 | 4,500,000 | Vortex |
Broad Arc: Fires into all arcs simultaneously. Limited: Can fire that many times per combat before reloading. Array: Fires in a broad cone, may hit multiple targets. Irradiate: Persistent radiation inside the hull on crit. Vortex: Pulls struck ship one hex per round. Ripper: On crit, deals ongoing hull damage (persistent bleed effect).
Computers provide an item bonus to all crew skill checks (Engineering/Crafting for repairs, Computers for Science Officer, Diplomacy/Intimidation for Captain). Nodes = number of different crew members that can benefit simultaneously per round.
| Computer | Lvl | Item Bonus | Nodes | PCU | Cost |
|---|---|---|---|---|---|
| Mk 1 Mononode | 1 | +1 | 1 | 10 | 150 |
| Mk 1 Tetranode | 1 | +1 | 4 | 10 | 600 |
| Mk 2 Duonode | 4 | +2 | 2 | 15 | 2,000 |
| Mk 3 Mononode | 5 | +3 | 1 | 20 | 2,500 |
| Mk 5 Mononode | 9 | +5 | 1 | 30 | 16,000 |
| Mk 7 Mononode | 12 | +7 | 1 | 40 | 90,000 |
| Mk 10 Duonode | 16 | +10 | 2 | 55 | 900,000 |
Sensors determine the Science Officer's range and check modifier for scanning, jamming, and identifying targets.
| Sensor | Lvl | Range | Bonus | Cost |
|---|---|---|---|---|
| Budget Short-range | 1 | Short | +0 | 250 |
| Basic Short-range | 2 | Short | +2 | 500 |
| Advanced Short-range | 4 | Short | +4 | 1,200 |
| Basic Medium-range | 5 | Medium | +2 | 1,800 |
| Advanced Medium-range | 7 | Medium | +4 | 5,000 |
| Basic Long-range | 9 | Long | +2 | 12,000 |
| Advanced Long-range | 11 | Long | +4 | 40,000 |
Required for interstellar travel. A void engine does not make the ship faster. It makes the crossing shorter, dividing the real distance by the engine's rating. Cost = base cost × size (T=1, S=2, M=3, L=4, H=5, G=6, C=7).
Expansion Bays (select options)
| Bay | PCU | Cost |
|---|---|---|
| Arcane Laboratory | 1 | 200 |
| Cargo Hold | 0 | free |
| Escape Pods | 2 | 150 |
| Hangar Bay | 30 | 5,000 |
| Medical Bay | 4 | 3,500 |
| Power Core Housing | 0 | 4,000 |
| Science Lab | 2 | 300 |
| Shuttle Bay | 10 | 1,500 |
| Smuggler Compartment | 4 | 700 |
| Synthesis Bay | 2 | 400 |
| Tech Workshop | 3 | 500 |
| Recreation Suite | 1–3 | 200–500 |
Each crew role uses a specific PF2e skill (or attack roll) during starship combat. The computer's item bonus applies to skill checks for crew members with a node available.
The stats on this page fully integrate with SF2e Cinematic Starship Combat: the current published system. For Cinematic encounters, the GM uses the ship's AC, HP, shields, saves, and crew bonuses from the components above. The crew uses their PF2e-standard 3-action turns.