🛠 Ship Builder

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🔧 How the System Works

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).

Core Currency: Credits (cr): Ship components cost credits (equivalent to UPBs). Each ship level has a total build budget for a newly acquired ship. Upgrades use the standard crafting economy: pay half the new component's price, work down the rest over downtime days.
No Build Points
Replaced by credit costs at appropriate item levels.
PF2e Attack Rolls
Gunnery uses crew Ranged Attack + computer bonus vs ship AC.
Single AC Stat
One AC value (no separate TL). Tracking weapons use Evasion DC instead.
PF2e Skills
Crew roles use Crafting, Piloting, Computers, Diplomacy, and Ranged Attack.

📊 Ship Level & Credit Budget

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.

LevelBuild Budget LevelBuild Budget LevelBuild Budget LevelBuild Budget
12,000 cr 625,000 cr 11275,000 cr 163,000,000 cr
23,500 cr 742,000 cr 12450,000 cr 174,800,000 cr
35,500 cr 865,000 cr 13720,000 cr 187,700,000 cr
49,000 cr 9100,000 cr 141,150,000 cr 1912,500,000 cr
515,000 cr 10165,000 cr 151,850,000 cr 2020,000,000 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.

⚙ Building Step by Step

1
Determine Ship Level & Budget
Equal to APL. Consult the budget table. This is the total credits available for all components on a fresh build.
2
Choose a Frame
Defines size, base HP, weapon mount arcs, expansion bay slots, and min/max crew. Must be at or below ship level. Sets the PCU constraint.
3
Install a Power Core
Provides the PCU budget for all other systems. Total PCU consumed cannot exceed the core's output. Larger ships support multiple cores (each extra core uses one expansion bay slot).
4
Install Thrusters
Must match ship size. Sets combat Speed (hexes/round) and applies a circumstance modifier to Piloting checks. Costs PCU.
5
Install Defense Systems
Armor adds to AC (but reduces Reflex saves at high marks). Countermeasures raise the Evasion DC (vs tracking weapons). Shields provide a SP buffer that absorbs damage before HP and regenerates each round. A critical hit ignores that buffer entirely.
6
Mount Weapons
Each frame provides weapon mounts in fixed arcs. Turret mounts fire into any arc. Kinetic and energy weapons use Ranged Attack vs AC; tracking weapons lock on vs Evasion DC then auto-damage.
7
Install Support Systems
Computer (item bonus to crew skill checks, nodes = simultaneous crew), Sensors (range + modifier for Science Officer), Drift Engine (required for interstellar travel).
8
Fill Expansion Bays
Optional: cargo holds, hangar bays, medical bays, labs, workshops, escape pods, recreation suites, smuggler compartments, and more.
9
Security, Quarters, Finishing
Crew quarters (Common / Good / Luxurious), security systems, biometric locks, antipersonnel weapons, self-destruct.

📐 Ship Statistics (PF2e/SF2e)

Core Stat Formulas

Armor Class (AC)
10 + Ship Level + Size Mod + Armor Mark bonus
All attacks (energy, kinetic) roll vs this single AC value.
Evasion DC
10 + Ship Level + Size Mod + CM grade bonus
Tracking weapons must beat this on a lock-on roll before auto-hitting next phase.
Fortitude Save
+2 × Ship Level (base) + frame grade mod
Structural integrity. Used vs explosions, ramming, gravity hazards.
Reflex Save
Pilot's Piloting check − 10
Evasive maneuvers. The pilot makes the actual check; this is the resulting save modifier.
Hit Points (HP)
Frame base HP + (HP Increment × Ship Level)
Reduced by damage after shields are depleted, and by critical hits regardless of shields.
Critical Threshold (CT)
Max HP ÷ 5 (round down)
Every time HP loss reaches a multiple of CT, one system takes a critical hit effect.
Size Modifiers (applied to AC and Evasion DC)
SizeAC / Evasion ModHardnessNotes
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–45Bulk freighters, cruisers. Damage ≤ Hardness is ignored.
Garg.–610Carriers, battleships. Capital weapons available.
Colossal–1020Dreadnoughts. 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.

Gunnery, Attack Roll Outcomes

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.

CRIT
S
Critical Success (exceed AC by 10+)
Damage is not doubled. Roll it as normal, then apply it past the shields, directly to HP, whatever the quadrant still holds. Hardness applies first, as always. Then apply the weapon's critical specialization effect (Kinetic: 1d6 persistent hull breach; Energy: persistent fire 1d6; Explosive: splash half-damage to adjacent shields).
S
Success (beat AC)
Full weapon damage. Reduce shields in the hit quadrant first; overflow reduces HP.
F
Failure (miss)
No damage. The shot goes wide.
CRIT
F
Critical Failure (miss by 10+)
No damage. If the weapon is Tracking type, the lock is lost and must be re-acquired.

🛸 Frames

HP formula: Base HP + (HP Increment × ship level). Frame item level = minimum ship level required to install it.

FrameSizeItem LvlCost Base HP (Increment)Agility Weapon MountsExp. BaysCrew
Racer Tiny 1 400 15 (+5) Perfect (turn 0) Fwd 1L, Aft 1L01/1
Interceptor Tiny 1 600 20 (+5) Perfect (turn 0) Fwd 2L01/1
Fighter Tiny 1 800 25 (+5) Good (turn 1) Fwd 2L (1 track.), Aft 1L01/2
Shuttle Small 2 700 25 (+6) Perfect (turn 0) Fwd 1L31/4
Light Freighter Small 3 1,500 30 (+8) Good (turn 1) Fwd 2L, Port 1L, Stbd 1L31/6
Explorer Medium 4 2,500 40 (+10) Good (turn 1) Fwd 1L, Port 1L, Stbd 1L, Turret 1L41/6
Transport Medium 5 4,000 55 (+12) Average (turn 2) Fwd 1H+1L, Aft 1L, Turret 2L51/6
Destroyer Large 7 10,000 100 (+18) Average (turn 2) Fwd 2H, Port 1L, Stbd 1L, Aft 1L, Turret 1L46/20
Heavy Freighter Large 7 12,000 90 (+18) Average (turn 2) Fwd 1H+2L, Port 1H, Stbd 1H86/20
Bulk Freighter Huge 9 25,000 120 (+24) Poor (turn 3) Fwd 1H, Aft 1H, Turret 2L1020/50
Cruiser Huge 9 28,000 140 (+26) Average (turn 2) Fwd 1C, Port 1L, Stbd 1L, Turret 1H620/100
Carrier Garg. 12 110,000 180 (+36) Poor (turn 3) Fwd 1C, Port 3H, Stbd 3H, Turret 2L10+75/200
Battleship Garg. 12 140,000 200 (+40) Average (turn 2) Fwd 1C+2H, Port 2H+1L, Stbd 2H+1L, Aft 1L, Turret 2H8100/300
Dreadnought Colossal 15 500,000 300 (+55) Clumsy (turn 4) Fwd 2C+2H, Port 1C+3H, Stbd 1C+3H, Turret 4L20125/500

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.

⚡ Power Cores

Total PCU consumed by all installed systems cannot exceed the core's output. Each additional core beyond the first uses one expansion bay slot.

CoreItem LevelPCU OutputCompatible SizesCost
Drifter150T400
Coalwright270T700
Hearthwright380T1,100
Covenant Spark390T S1,400
Covenant Ember4120T S2,200
Covenant Flare5140T S3,500
Covenant Arc6200T S M5,500
Covenant Surge8250S M L14,000
Covenant Cascade9300S M L22,000
Yalos Standard7150M L H8,500
Yalos Forgeheart9200M L H22,000
Yalos Forgeheart Prime11300M L H80,000
Greyvein Core10300L H G50,000
Greyvein Deep13400L H G200,000
Archon Worldheart15500H G C700,000

⛽ Fuel Sources

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.

Rank ceiling: A fuel source's maximum rank is a hard cap, a ship cannot exceed that rank regardless of its other components. Running a higher-rank ship on a weaker source than its minimum imposes a −2 circumstance penalty to all Piloting and Engineering checks made aboard.
Tier 8

Sehar

6th Era
Rank RangeNo ceiling
DurationIndefinite
Known Units<40 confirmed
MaintenanceNone required

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.

Cannot be purchased. Acquisition requires recovery, inheritance, or negotiation with a faction that controls one. The Deep Vault at Mourne holds three documented examples for study and does not sell access.
Tier 7

Starfire

Stellar Extraction
Rank Range9–17
Duration10–16 months
RequirementStellar containment housing
Cost620,000–1,200,000 cr

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.

Produces a continuous heat signature that cannot be masked, Stealth checks made aboard a starfire-powered ship take a −4 circumstance penalty. Cannot be operated within 2 AU of a populated orbital zone without Port Authority clearance. Containment breach: treat as a hull-level explosion affecting all quadrants simultaneously.
Tier 6

Resonance Stack

Yalos · 9th Era
Rank Range10–15
Duration18–24 months
RequirementArcane engineer
Cost340,000 cr+

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.

Available through Yalos shipwright contracts or the secondary market. Export restrictions apply to rank 14+ stacks. The Mechwright Covenant is an authorized reseller for civilian applications.
Tier 5

Greyvein Lattice

Mourne · 9th Era
Rank Range7–11
Duration8–14 months
RequirementExport authorization
Cost85,000–180,000 cr

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.

Export governed by Mourne's Archive Principal. Available through the Mechwright Covenant's trading offices on Solveth. Counterfeit greyvein lattices have been documented; the Covenant can authenticate on request.
Tier 4

Space Sail

Universal · 9th Era Standard
Rank Range4–10
DurationIndefinite (active)
RequirementArcane practitioner
Cost12,000–60,000 cr

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.

Escort-rated configurations appear in ship records as "space sails (escort)" or "twin space sails." The rating refers to sail count and surface area, not a separate fuel classification.
HOUSING

Velathi

6th Era · Component
Required ForSehar (Tier 8)
Known Units38 confirmed
AcquisitionRecovery / inheritance
Without VelathiRank cap 17, reduced output

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.

The Mechwright Covenant's registry lists 38 confirmed velathi housings across known space. Twelve are currently paired with active sehar. Unhoused velathi are rarer than unhoused sehar; demand among collectors and faction agents is consistent.
Tier 3

Alchemical Burn

Universal · 9th Era
Rank Range3–7
DurationPer fuel load
RequirementFuel supply (no magic)
Fuel Cost400–1,200 cr/month

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.

A ship can carry up to 6 months of fuel in cargo. Fuel is available at any major port. Running out leaves the ship adrift until resupplied.
Tier 2

Tide-Catch

Universal · Navigation
Rank Range2–5
DurationIndefinite (route-bound)
RequirementDriftborn charts
CostLow (chart licensing)

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.

Cannot transit against a current or off established routes without switching to a secondary propulsion source. Common among Driftborn vessels and low-budget haulers on well-mapped trade lanes.
Tier 1

Spell Drive

Emergency · Baseline
Rank Range1–3
DurationPer spell slot
RequirementAny spellcaster
Cost3,000–9,000 cr (drive)

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.

The baseline of ship propulsion. Standard equipment recommendation for any long-transit vessel as a backup regardless of primary source.

🧭 Void Navigation

Base Transit Speed

Out-of-combat interworld travel is measured in rim-units per day. Transit speed derives directly from the ship's combat thruster speed: thruster speed (hex/round) × 0.2 = rim-units per day. Fuel type determines range and consumption, not raw speed.

Physics basis: 1 hex = 1 km, 1 round = 6 seconds; engines sustain only one-tenth of their combat rating over interworld transit → 1,440 km/day per point of thruster speed. Scale: 1 rim-unit = 7,200 km, so rim/day = thruster × 0.2.

Thruster (hex/round)km/dayrim/day+Void LaneSolveth→The Mouth
Speed 45,7600.81.2~510 days
Speed 68,6401.21.6~340 days
Speed 811,5201.62~255 days
Speed 1014,40022.4~204 days
Speed 1217,2802.42.8~170 days
Speed 1420,1602.83.2~146 days

Fadali and Yalos share Rim 4 in synchronous orbit, always on opposite sides of the Fragment. Direct crossing is non-standard; most traffic routes through Mourne (Rim 11) rather than attempting the orbital arc.

Void Engines

A void engine does not raise the ship's speed. It steps the hull into the Void, which is compressed space, so the same thruster covers the same rim-units across less real distance. Speed stays a property of the thruster; distance becomes a property of the engine. Effective distance is the true separation divided by the engine's distance divisor, and travel days follow from that at the hull's ordinary rim/day.

A hull with no void engine divides by 1 and crosses the true orbital separation, which is why an undriven ship lives or dies by the trade season. Engines do nothing in combat; hex/round speed is set by the thruster alone. Drift engines carry void exposure per day spent inside the Void, and it falls as rating rises. A cheap engine is not merely slow, it is dangerous. Rift engines tear an opening rather than entering, so they carry none.

Void Lanes

The Coldwalk maintains Void Lanes: surveyed, cleared, and periodically patrolled corridors between the major worlds. Travel on an established Lane adds +0.4 rim-units per day to base transit speed. The Coldwalk does not charge transit fees on its primary Lanes, but passage is recorded.

Eight primary Lanes are active in the 9th Era:

Travel to The Mouth (Rim 489) and Ulveroth (Rim 155) has no maintained Lane. Ships travelling those routes navigate independently and do not receive the speed bonus.

Fuel Range & Consumption

Starfire is a condensed liquid plasma, finite and consumed during transit. Burn rate scales with thruster speed: 1 unit/day at thruster speed 4–6, 1.5 units/day at speed 8–10, and 2 units/day at speed 12–14. A standard Starfire tank holds 90 units, giving roughly 90, 60, or 45 days of travel at those speeds respectively. Resupply is available only through the Keepers of the Light's licensed channels or documented secondary stockpiles.

Starfire's advantage is power density: it supports sustained high-output operation that non-Starfire fuels cannot match at equivalent thruster speeds, even accounting for its finite supply.

Other fuel source practical ranges:

🔥 Thrusters

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.

SizeThrusterItem LvlSpeedPiloting ModPCUCost
Tiny T616+120300
T828·25550
T10310·30850
T14514–2402,000
Small S626+130500
S838·40900
S10510·502,000
Medium M424+240600
M636+1501,000
M10610·703,500
M12812–1809,500
Large L444+2602,000
L666+1805,500
L10910·12025,000
Huge H686+112014,000
H8118·14070,000
Garg. G4104+212042,000
G6126+1180130,000
Colossal C4134+2200270,000
C6156+1300750,000

🛡 Armor & Countermeasures

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.

MarkLvl+ACPenaltyCost (Med)
Mk 11+1·500
Mk 22+2·1,000
Mk 33+3·2,000
Mk 55+5–1 Reflex5,500
Mk 78+7–1 Reflex18,000
Mk 910+9–2 Reflex, +1 turn45,000
Mk 1214+12–3 Reflex, +2 turn160,000
Mk 1517+15–4 Reflex, +3 turn550,000

Countermeasures add to Evasion DC (vs tracking weapons). Cost is for Medium; same size multiplier applies.

MarkLvl+Evasion DCPCUCost (Med)
Mk 11+11200
Mk 33+32600
Mk 55+541,800
Mk 78+779,000
Mk 1012+101370,000
Mk 1517+1545500,000

🔮 Shields

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.

ShieldLvlTotal SPRegen/RdPCUCost
Basic 1011015300
Basic 30330115900
Light 504502201,800
Light 806802305,500
Medium 10071004309,000
Medium 160916084525,000
Heavy 28011280166080,000
Heavy 4801448032110300,000
Superior 6001760064160900,000

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.

🔫 Weapons

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.

Attack Roll: Gunner's Ranged Attack modifier + computer tier item bonus (from the installed computer system).
Tracking Lock-On Roll: Computers modifier + computer tier bonus vs target's Evasion DC. On success, the weapon auto-hits at the start of the next round for full damage. On critical success it hits immediately and crits on the attack.
Light Weapons
WeaponTypeItem LvlDamageRangePCUCostSpecial
Light Laser CannonEnergy11d6+15 hex5250·
CoilgunKinetic22d4+26 hex10500·
GyrolaserEnergy31d6+4Broad Arc10700Broad Arc
Micromissile BatteryTracking32d6+28 hex10800Array, Limited 5
Light Torpedo LauncherTracking43d6+38 hex51,400Limited 5
Light Plasma CannonEnergy54d6+25 hex102,800·
HE Missile LauncherTracking64d8+48 hex104,000Limited 5
Chain CannonKinetic75d6+55 hex156,500Ripper (bleed crit)
Light Particle BeamEnergy85d8+46 hex1011,000·
Nuclear Missile LauncherTracking96d8+510 hex1018,000Irradiate (low), Ltd 5
Heavy Weapons, Large+ Ships
WeaponTypeItem LvlDamageRangePCUCostSpecial
Heavy Laser CannonEnergy54d8+46 hex103,500·
RailgunKinetic65d8+58 hex205,500·
Particle BeamEnergy87d10+56 hex2512,000·
Plasma CannonEnergy98d10+65 hex3020,000·
Twin LaserEnergy109d8+66 hex1532,000·
Heavy Torpedo LauncherTracking109d8+610 hex1030,000Limited 5
GraserEnergy1211d10+86 hex4090,000Irradiate (medium)
Persistent Particle BeamEnergy1313d10+85 hex40150,000·
Heavy Antimatter LauncherTracking1414d10+910 hex15220,000Limited 5
Capital Weapons, Gargantuan+ Ships Only
WeaponTypeItem LvlDamageRangePCUCostSpecial
Mass DriverKinetic1010d12+88 hex2555,000·
Particle Beam CannonEnergy1213d12+107 hex30140,000·
Super Plasma CannonEnergy1416d12+126 hex45430,000·
Antimatter Mega-MissileTracking1518d12+1312 hex15650,000Limited 5
SupergraserEnergy1620d12+147 hex501,200,000Irradiate (high)
Vortex CannonEnergy1825d12+165 hex554,500,000Vortex

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 & Sensors

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.

ComputerLvlItem BonusNodesPCUCost
Mk 1 Mononode1+1110150
Mk 1 Tetranode1+1410600
Mk 2 Duonode4+22152,000
Mk 3 Mononode5+31202,500
Mk 5 Mononode9+513016,000
Mk 7 Mononode12+714090,000
Mk 10 Duonode16+10255900,000

Sensors determine the Science Officer's range and check modifier for scanning, jamming, and identifying targets.

SensorLvlRangeBonusCost
Budget Short-range1Short+0250
Basic Short-range2Short+2500
Advanced Short-range4Short+41,200
Basic Medium-range5Medium+21,800
Advanced Medium-range7Medium+45,000
Basic Long-range9Long+212,000
Advanced Long-range11Long+440,000

🌀 Void Engines & Expansion Bays

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)

BayPCUCost
Arcane Laboratory1200
Cargo Hold0free
Escape Pods2150
Hangar Bay305,000
Medical Bay43,500
Power Core Housing04,000
Science Lab2300
Shuttle Bay101,500
Smuggler Compartment4700
Synthesis Bay2400
Tech Workshop3500
Recreation Suite1–3200–500

👥 Crew Roles (PF2e/SF2e Skills)

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.

🎯 Gunner
Ranged Attack roll + computer tier item bonus vs enemy AC.
Not a skill. Uses the character's ranged attack modifier (Level + DEX + proficiency rank). MAP (–5/–10) applies for multiple shots. One active gunner per weapon mount per round.
🚀 Pilot
Piloting (DEX) + thruster circumstance bonus.
Determines initiative order. 2-action maneuver activity can improve agility by 1 step for one round (e.g., Average → Good). Pilot's check result − 10 becomes the ship's Reflex save modifier.
⚙ Engineer
Crafting (INT) + computer item bonus.
Repair systems (2 actions, Crafting check vs DC = 10 + damage taken), divert power to shields (2 actions, restore 2× regen to one quadrant), or rebalance shields (3 actions). Also uses Crafting for all downtime ship repairs.
🔬 Science Officer
Computers (INT) + sensor grade bonus + computer item bonus.
Scan target ships (Recall Knowledge), attempt ECM (electronic countermeasures vs Computers DC), and perform the Targeting Lock action to assist gunners (+1 to hit on next attack). Lock-on roll for tracking weapons.
👑 Captain
Diplomacy, Intimidation, or Deception (CHA)
Inspire the crew (grant a crew member a +1 circumstance bonus to their next check), demoralize the enemy captain (impose –1 on one enemy crew check), or feint (force enemy pilot to forfeit their maneuver action on a success).
✦ Magic Officer
Arcana / Occultism / Religion / Nature (INT/WIS)
Operates arcane or divine ship systems (Arcane Laboratory expansion bay, ritual weapon arrays, ward-anchor systems). Can Recall Knowledge about enemy ships using magical senses. Required only on ships with arcane components.

🎬 SF2e Cinematic Combat Integration

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.

Initiative
Pilot rolls Piloting (+ thruster mod). All other crew use this result.
Actions per Turn
Each crew member gets 3 actions. Most ship actions cost 2 actions, leaving 1 for personal activities.
Disable, Not Destroy
Ship HP reaching 0 disables it. Crew survival is handled narratively (escape pods, crash landing).
No Range Increments
Distance is assumed to be several hundred feet in cinematic mode unless the pilot changes it.