Tech Core Gm's Arsenal

Starship Archive

The starships found in this section are examples of the most common or iconic models used by powerful factions in the galaxy. The statistics of a starship represent not only its frame and battle stations, but also its crew’s capabilities and morale. During a tactical starship encounter, non-player starships abstract their crew’s activities into a 3-action turn each round. This is different from player starships, which are helmed by crew members who each get a 3-action turn to use for starship actions each round.

Non-player starships work like other creatures, but they operate only on a cosmic scale. Their statistics are presented much like those of other creatures, with a handful of minor differences as described in this section, to allow them to move around on the sensor map.

Designing Npc Starships

When designing NPC starships, you should follow the guidelines for Building Creatures in GM Core while making the adjustments noted here.

Balancing Npc Starships

NPC starship statistics are calculated the same way as those of creatures, with some additional considerations. You can use the guidance below when modifying starships from the Starship Archive or building non-player starships of your own.

Skills

NPC starships should have a small selection of skills in their stat block to represent the crew’s capabilities. All starships need training in Piloting, and their Piloting DC should generally be equal to or less than their AC. Tech starships should have Computers and Crafting skills. Living or magic starships might have Arcana, Nature, Occultism, or Religion skills. Starships stat blocks should list any other skills their abilities make use of, such as Intimidation for a starship that can use its scanners battle station to Demoralize another starship’s crew.

Speed and Sensors

NPC starship abilities should always have a maximum range equal to its sensors value. Melee Strikes typically have a range of the starship's zone, and ranged Strikes have longer ranges. Use the Ranged Starship Weapons table to determine an appropriate range for the starship's attacks.

NPC starships need a Speed and sensor range. Guidelines for the Speed and sensor range of an average starship by size are listed here. These numbers can be adjusted up or down, but usually an increase to one should be accompanied by an equal decrease to the other.

NPC starships with a high Speed often have different strategies from those with high sensors. Fast starships can take better advantage of positioning, while starships with more powerful sensors have a wider area of effect for non-Strike abilities.
SizeSpeedSensors
Tiny53
Small44
Medium44
Large35
Huge36
Gargantuan27

Shield Points for NPC Starships

Many NPC starships have Shield Points (SP), allowing them to bolster their defenses in battle similar to a player starship with a generator battle station. When designing NPC starships with SP, there are some additional factors that need to be taken into consideration. • Any starship that has SP needs to have a generator battle station (or equivalent custom battle station) and a fortify value, along with the Fortify Shield Points station action. Living starships typically don’t have a generator or SP. • When determining the total Hull Points and Shield Points of a starship you’re building, use the guidelines for creature Hit Points in GM Core. Each Shield Point counts as two “Hit Points” when calculating the total. In other words, the starship’s Hull Points, plus twice the Shield Points, should equal the total number of Hit Points needed for a creature of that level. Maximum SP should generally be no higher than a quarter of the starship’s maximum HP and shouldn’t be less than 5. If it doesn’t fit these guidelines at maximum SP, the starship probably isn’t substantial enough to have SP. • The starship’s fortify value should usually be equal to half its maximum SP. If the starship’s maximum SP is 10 or lower, its fortify value should instead be 5.

Npc Starship Battle Stations

NPC starships often have the same battle stations available to player starship crews, though they don’t always have the same station actions as a player starship’s battle stations. Living starships typically have organs that function as battle stations. In most cases, all actions are associated with a battle station (except Repair Self and Seek Starships).

Drone Console

A starship that deploys drones, obstacles, or hazards most likely needs a drone console. If a starship has a summoning ability, the drone console might be a good addition to the stat block.

Generator

A starship with a generator battle station gains a Shield Point capacity and a fortify value. A generator provides a means of restoring SP, usually equal to the fortify value. Non-magical abilities that generate or heal SP should be granted by the generator battle station. A starship with generator station actions can’t use these abilities on targets outside its sensor range.

Gunnery

A gunnery battle station grants a Strike action, an Area Fire action, an Auto-Fire action, or a combination of these actions. It might also grant custom damaging actions. Most starships have ranged weapons that are comparable to the player starship weapons or melee weapons that can be used to attack starships within 0 zones. Unlike most battle stations, the gunnery can target starships outside of the NPC starship's sensor range.

Magic Conduit

Any magical effect a starship can conjure is typically granted by a magic conduit battle station. Magical effects created by NPC starships usually shouldn’t manifest as player starship spells but should instead be designed as custom magical actions in the same way a creature’s abilities are created.

Pilot's Console

The pilot’s console (or any equivalent) battle station is a necessity on practically all starships, being the primary source of directing the starship’s movements. All starships that have a Speed should by default have the Boost Thrusters and Change Heading actions. The pilot’s console sometimes has station actions that directly affect other starships, and in such cases, they’re generally only able to affect starships within 1 zone at most.

Scanners

Scanners station actions often disrupt, enhance, or damage technology. Common starship actions using the scanners include analyzing a target to gain a combat advantage, hacking a battle station, or otherwise disrupting a target’s tech-themed abilities.

Malfunctioning Npc Battle Stations

Like player starships, most of an NPC starship’s actions and features are granted by battle stations. While a battle station is malfunctioning, the actions and features granted by it (listed in the Battle Stations entry of the starship’s statistics) can no longer be used or benefited from. If a starship needs a way to make repairs or remove the malfunctioning condition on the fly, the NPC starship can always use two of its actions to Repair Self.

Shared Station Actions

Some station actions are associated with multiple battle stations, also denoted by an asterisk next to the action’s name in the battle station’s entry. If any of the battle stations involved in the shared action are malfunctioning, the action can’t be used.

Weapons

Starships in this section often use the weapons from the Ranged Starship Weapons table, attached to a gunnery battle station, though many have bespoke weapons and other attacks that are unique to them.

Common Actions And Features

Many non-player starships in the pages that follow have one or more of the following actions or features. These common abilities are useful building blocks for when you wish to create your own starships or want to modify an existing starship.
Autonomous Starship The starship isn't helmed by living creatures. Autonomous starships have the tech trait and are immune to mental damage and effects.
Engaged Strike [reaction] Trigger A starship in the same zone moves to another zone; Effect This starship attempts the specified Strike against the triggering starship.
Living Starship The starship is a living organism or composed entirely of biomass. A living starship usually has organs or structures instead of battle stations. Living starships don't have starship immunities.
(generator) Fortify Shield Points [one-action] The starship regains Shield Points equal to the listed fortify value.
(generator) Tractor Beam [one-action] A target within 2 zones must attempt a Fortitude save.
Critical SuccessThe target is unaffected.
SuccessThe target takes a –1-zone status penalty to its Speed for 1 round.
FailureThe target is pulled 1 zone closer to the starship, and it takes a –1-zone status penalty to its Speed for 1 round.
Critical FailureThe target is pulled 2 zones closer to the starship, and it takes a –2-zone status penalty to its Speed for 1 round.

(pilot's console) Boost Thrusters [one-action] (move) Frequency once per turn; Effect The starship moves up to its Speed in the direction of its heading.
(pilot's console) Change Heading [one-action] (move) Effect The starship changes its heading. If the starship is off-kilter, it's no longer off-kilter.
(pilot's console) Evade [one-action] to [two-actions] The starship gains a +1 circumstance bonus to AC for 1 round. The bonus increases to +2 if you spend two actions.
(pilot's console) Stick to Cover [one-action] Requirements The starship is in the same zone as a starship or object one or more sizes larger than it; Effect The starship gains a +1 circumstance bonus to AC and Reflex saves against attacks originating in its zone. This bonus lasts until the starship moves any number of zones, attacks, becomes inoperable, or ends this effect as a free action that's a pilot console's station action.

Default Actions

All non-player starships can always perform the following actions, even if the actions aren’t included in their statistics.
Repair Self [three-actions] The crew stops a battle station from malfunctioning and regains Hull Points equal to its level.
Seek Starships [one-action] The starship attempts a Perception check against the Stealth DCs of any undetected or hidden starships or hazards within sensor range.
Critical SuccessAny undetected or hidden starship or hazard the starship critically succeeded against becomes observed by the starship instead.
SuccessAny undetected starship or hazard the starship succeeded against instead becomes hidden to the starship, and those that were hidden become observed.

Building And Running Encounters

When calculating a tactical starship encounter’s experience budget, use the same rules you would for creating encounters with creatures, treating starships as creatures for the purposes of calculating experience. If an encounter includes hazards or non-starship enemies, include them in the total experience point budget as well. Remember that having multiple kinds of threats coming at the PCs from every angle makes an encounter more complex, so a low tactical starship encounter that places a boarding party or hazard on the player starship map while the crew battles hazards and starships on the sensor map might be more difficult and expend more crew resources than a harder encounter that only places hazards and enemies on the sensor map.

Adjusting For Smaller Crews

A crew of three or fewer PCs might struggle with efficiency and firepower when helming a player starship. When preparing and running games for a small crew, treat your experience budget for tactical starship encounters as being 20 lower for moderate or harder encounters and 10 lower for low-or trivial-threat encounters to account for the crew's limited ability to helm battle stations. Alternatively, you can use the concierge upgrade variant rule found on the sidebar.

Enemy Starships

The starships in this section are far from the only foes a crew might encounter in space. If you want to introduce variety to a campaign’s tactical starship combat encounters or challenge players with different enemies, you can use these starships’ statistics as a starting point, then reflavor a faction’s common actions and features list, designing a starship that can fit in another faction.

Starship Hazards

Another way to make tactical starship combat more interesting is by secretly placing starship hazards in zones on the sensor map. Some hazards appear on the player starship map and directly threaten crew members with creatures or dangerous effects. Many of these hazards are the natural wonders and horrors of deep space; they might be just as dangerous to enemy starships or can be exploited by a player starship for a risky benefit. You should add all creatures and hazards to the encounter’s experience budget, just as you would in any other combat encounter.

Ending Combat

A tactical starship combat encounter ends when either the player crew or their enemies achieve their objective.

Enemy Objectives

An enemy crew might have objectives other than simply annihilating the PCs. They might plan to board the starship once it’s wrecked and steal loot or take prisoners—or worse, devour the crew or convert survivors to their side. If starship combat ends because a player starship is wrecked and enemies begin boarding, or vice versa, the GM should switch the scene to a regular combat encounter.

Player Objectives

A player starship crew might have objectives beyond the destruction of their enemies as well. If the player starship crew’s objective is to defeat an enemy, travel through a hostile zone, or take some other action resulting in a direct confrontation with a starship or hazard, tactical starship combat is likely to end only when the crew defeats the enemy or their starship gets wrecked. If the crew’s objectives change during combat, the GM should shift the scene to match their new goals. For example, if the crew decides to flee from an ambush after taking heavy damage and try to hide among a wandering oma pod, the GM might decide to switch to a cinematic starship scene to simulate the chase or end the encounter by briefly narrating the result of the players’ choices, then move on.