Starship Builder

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Battle Station #

Name Description
Drone Console The drone console remotely controls constructs that can operate within a small orbit of the starship.
Generator The generator powers many of a starship’s complex systems.
Gunnery A starship weapon console is a must-have for crews who want to defend themselves. A gunnery has a single starship weapon installed in it. A starship can have more than one gunnery.
Magic Conduit The magic conduit amplifies spellcasters’ magic to work wonders on a massive, space-worthy scale.
Pilot's Console The pilot's console controls the starship as it moves through space, allowing a pilot to avoid fire and reposition their vessel.
Scanners Every starship has a weakness ready to be exploited.

Weapon #

Weapon Category Damage Range (zones) Upgrades Group Weapon Traits
Acid Capsule Launcher Simple 1d8 A 4 1 Corrosive
Asteroid Breacher Simple 1d6 P 3 1 Projectile
Coilgun Simple 1d6 P 3 1 Projectile
Fragment Launcher Simple 1d8 P 2 1 Projectile
Light Laser Cannon Simple 1d8 F 5 1 Laser
Pulsecaster Cannon Simple 1d6 E 3 1 Shock
Starballista Simple 1d10 P 6 1 Projectile
Chain Repeater Martial 1d8 P 2 1 Projectile
Disruptor Rifle Martial 1d10 E 8 1 Shock
Farseeker Missiles Martial 1d8 P 6 1 Projectile
Hypervelocity Macron Accelerator Martial 1d10 E 2 1 Shock
Polarizing Beam Martial 1d8 E 2 1 Shock
Pulse Beam Cannon Martial 1d8 E 3 1 Shock
Aeon Cannon Advanced 1d6 F 4 0 Laser
Artillery Cannon Advanced 1d10 F 6 1 Laser
Gravity Cannon Advanced 1d10 B 5 1 Shock
Magnetar Rail Advanced 1d10 p 6 1 Projectile

Drone #

Name Description
Pyrotechnics Drone This drone can drop mines that explode on command. The mines deployed by the drone are shielded and can’t detonate without your activation command. A creature helming the drone console can use the following station actions while this drone is deployed.
Repair Drone A creature helming a drone console that launches a repair drone can use the following station actions while this drone is deployed.
Scramble Drone A creature helming a drone console that launches a scramble drone can use the following station actions while this drone is deployed.

Starship Frame

Sensor Range 5 zones
Expansion Bays 4
Battle Stations 4 customizable slots plus a pilot's console (ramming prow) and a generator
AC 17
Fort +9
Ref +6
Will +8
HP 27
SP 10

Speed 2 zones

Due to its considerable bulk, a bulwark starship benefits greatly from abilities that can restore its Hull Points consistently. Your crew might consider adding a drone console with a repair drone. If your crew has a mystic, they might help keep your starship fighting fit with a magic conduit and a mystic magic module upgrade. In exchange for its impressive durability and extended sensor range, the bulwark has a reduced movement Speed. Your crew can offset this drawback by adding a powerful thrusters upgrade to your pilot's console to grant your starship additional mobility when needed.

Starship Frame

Sensor Range 6 zones
Expansion Bays 4
Battle Stations 4 customizable slots plus a pilot's console and a generator (pulse shield)
AC 15
Fort +8
Ref +6
Will +9
HP 24
SP 11

Speed 3 zones

Compared to the bulwark, which derives its durability from its high Hull Points, the explorer survives difficult battles by making use of its large Shield Point pool. Thanks to its default pulse shield upgrade, the explorer can use its generator offensively. A crew will want to have one or more crew members consistently generating Shield Points to keep the explorer afloat, whether at the generator or at the magic conduit.

Due to its high sensor range and decent mobility, the explorer is a great frame for starships that use battle stations other than the gunnery to affect other starships along the sensor map.

Starship Frame

Sensor Range 4 zones
Expansion Bays 4
Battle Stations 4 customizable slots plus a pilot's console (rotational thrusters) and a generator
AC 16
Fort +6
Ref +9
Will +8
HP 22
SP 8

Speed 5 zones

The skirmisher uses its high movement Speed and rotational thrusters to get behind enemies and catch them off-guard while also being able to fire its ordnance weapons with consistency.

A coordinated crew can turn a skirmisher starship into a deadly weapon that cleans up a battlefield at a moment's notice. It'll inevitably take damage and be put into risky positions, so a skirmisher greatly benefits from battle stations that can increase its defensive capabilities or restore its Hull Points and Shield Points.

Battle Station # Commercial Drone Console

The drone console remotely controls constructs that can operate within a small orbit of the starship.

Helmed Drone Console Benefits: While you have one or more drones deployed, you gain station actions granted by the specific drones, as detailed in each drone’s entry.

Drones (Commercial): 1

Drones (Tactical): 2

Drones (Advanced): 3

Drones (Superior): 4

Drones (Elite): 4

Drones (Ultimate): 5

Drones (Paragon): 5

Deploy Drone [one-action] (manipulatestation)
Effect Deploy a drone that’s docked on your starship.
Drone Block [reaction] (manipulatestation)
Trigger Your starship would be hit by a Strike
Requirements You have at least one drone deployed
Effect You command a drone to intercept the incoming Strike. Your starship gains resistance against the triggering Strike equal to half your level. The drone you used to intercept the Strike is retrieved and can’t be deployed again for 10 minutes.
Retrieve Drone [one-action] (manipulatestation)
Requirements You have at least one drone deployed
Effect Retrieve a deployed drone, returning it to the starship.
Universal Battle Station Actions
Jump Start [two-actions] (concentratehealingmanipulate)
Frequency once per hour
Requirements The starship is inoperable, and you’re helming the generator, magic conduit, or scanners
Effect As your starship’s systems start to fail, you use your battle station’s minimal functionality to shock the various systems on your starship back to life. Attempt a DC 15 check (Crafting if you’re helming the generator; Arcana, Occultism, Nature, or Religion if you’re helming the magic conduit; Computers if you’re helming the scanners). On a success or critical success, Jump Start can’t restore Hull Points to the starship again for 1 hour.
Critical SuccessAll battle stations on the starship stop malfunctioning, and the starship regains 4d6 Hull Points and 4d6 Shield Points.
SuccessAs critical success, but 2d6 Hull Points and Shield Points.
FailureAll battle stations on the starship stop malfunctioning.

Special If you’re an expert in the skill you used for this check, you can instead attempt a DC 20 check to increase the Hull Points and Shield Points regained by 8; if you’re a master, you can instead attempt a DC 30 check to increase the Hull Points and Shield Points regained by 24; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hull Points and Shield Points regained by 40.
Repair Station [one-action] (concentratemanipulate)
Requirements You’re helming a malfunctioning battle station
Effect Attempt a Computers or Crafting check against the DC of the effect that caused the battle station to become malfunctioning. This is typically the save DC for the effect or a level-based DC determined by the GM. On a success, the battle station stops malfunctioning; on a critical success, it’s also immune to malfunctioning for 1 round. On a critical failure, the battle station is immune to Repair Station until the start of your next turn.

Upgrade #

Name Level
Drone Shield Protocol 0
Mine Deployment Shell 0
Pet Drone Shell 3

Upgrade # Drone Shield Protocol Upgrade 0

SFS Standard Drone Shield Protocol Item 0

Usage installed in a drone console

This universal protocol improves the defensive maneuvers of all drones. You can Drone Block up to twice per drone before it needs to be retrieved, with the first block destroying the drone’s shield. The battle station gains the Fetch and Fix station action.

Upgrade # Mine Deployment Shell Upgrade 0

SFS Standard Mine Deployment Shell Item 0

Usage installed in a drone console

This upgrade allows a mechanic to plant and arm a handful of pyrotechnics drone mines as if they were Modifying their own mines. The drone console gains the Install Mine station action.

Upgrade # Pet Drone Shell Upgrade 3

SFS Standard Pet Drone Shell Item 3

Usage installed in a drone console

A pet drone shell is a small cockpit that fits a single Tiny creature that can transmit a creature’s thoughts to drones controlled by the drone console. This allows creatures that would otherwise be unable to helm the drone console to increase your efficiency. The drone console gains the Onboard Pet station action.

Battle Station # Commercial Generator

The generator powers many of a starship’s complex systems.

Generator Benefits: A starship’s generator begins an encounter with full Shield Points.

Helmed Generator Benefits: The starship gains an item bonus to its Fortitude saving throws equal to its Helmed Fortitude Bonus value.

Helmed Fortitude Bonus (Commercial): +0

Helmed Fortitude Bonus (Tactical): +0

Helmed Fortitude Bonus (Advanced): +0

Helmed Fortitude Bonus (Superior): +1

Helmed Fortitude Bonus (Elite): +1

Helmed Fortitude Bonus (Ultimate): +2

Helmed Fortitude Bonus (Paragon): +3

Boost Battle Station [one-action] (manipulatestation)
Effect Station actions at a battle station of your choice gain a +1 status bonus to checks and damage rolls for 1 round.
Generate Shields [one-action] (manipulatestation)
Effect Generate power to gain 1d4 Shield Points. When the starship is 3rd level, and every 2 levels thereafter, increase the amount of Shield Points gained by 1d4.
Reposition Shield [reaction] (manipulatestation)
Trigger Your starship is hit by a Strike
Requirements Your starship has at least 1 Shield Point
Effect You reposition your starship’s shields to block the hit. Attempt a Crafting or Perception check against the Reflex DC of the starship that made the triggering Strike.
Critical SuccessThe shield absorbs damage up to its remaining Shield Points without consuming them. Your starship takes any excess damage.
SuccessAs critical success, but up to half its remaining Shield Points instead.
Critical FailureThe Strike’s damage is dealt to the Hull Points directly.
Vent Power [two-actions] (manipulatestation)
Frequency once per round
Effect Another starship of your choice within 0 zones takes 1d10 fire damage with a basic Reflex save against your Crafting DC. At 6th level and every 2 levels thereafter, the damage increases by 1d10.
Universal Battle Station Actions
Jump Start [two-actions] (concentratehealingmanipulate)
Frequency once per hour
Requirements The starship is inoperable, and you’re helming the generator, magic conduit, or scanners
Effect As your starship’s systems start to fail, you use your battle station’s minimal functionality to shock the various systems on your starship back to life. Attempt a DC 15 check (Crafting if you’re helming the generator; Arcana, Occultism, Nature, or Religion if you’re helming the magic conduit; Computers if you’re helming the scanners). On a success or critical success, Jump Start can’t restore Hull Points to the starship again for 1 hour.
Critical SuccessAll battle stations on the starship stop malfunctioning, and the starship regains 4d6 Hull Points and 4d6 Shield Points.
SuccessAs critical success, but 2d6 Hull Points and Shield Points.
FailureAll battle stations on the starship stop malfunctioning.

Special If you’re an expert in the skill you used for this check, you can instead attempt a DC 20 check to increase the Hull Points and Shield Points regained by 8; if you’re a master, you can instead attempt a DC 30 check to increase the Hull Points and Shield Points regained by 24; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hull Points and Shield Points regained by 40.
Repair Station [one-action] (concentratemanipulate)
Requirements You’re helming a malfunctioning battle station
Effect Attempt a Computers or Crafting check against the DC of the effect that caused the battle station to become malfunctioning. This is typically the save DC for the effect or a level-based DC determined by the GM. On a success, the battle station stops malfunctioning; on a critical success, it’s also immune to malfunctioning for 1 round. On a critical failure, the battle station is immune to Repair Station until the start of your next turn.

Upgrade #

Name Level
Pulse Shield 1, 5, 8
Gravity Toggle 1
Mechanic Generator Module 1
Solar Generator Crystal 1
Operator's Switchboard 3
Tractor Beam 4
Primal Shielding 5

Upgrade # Pulse Shield Upgrade 1+

SFS Standard Pulse Shield Item 1+

Usage installed in a generator

This additional component shielding allows you to overload your generator without destroying the critical systems aboard your starship. The generator gains the Shield Pulse station action.

Pulse Shield (Commercial) Item 1


Pulse Shield (Tactical) Item 5


When you activate Shield Pulse, choose whether to exclude starships in your zone or increase the range to 1 zone.

Pulse Shield (Advanced) Item 8


Increase the range of your Shield Pulse to 2 zones.

Upgrade # Gravity Toggle Upgrade 1

SFS Standard Gravity Toggle Item 1

Usage installed in a generator

This upgrade controls the starship’s artificial gravity settings. The generator battle station gains the Switch Gravity action.

Upgrade # Mechanic Generator Module Upgrade 1

SFS Standard Mechanic Generator Module Item 1

Usage installed in a generator

A customized panel with wireless capability syncs with the user’s neocortex, allowing a mechanic to adjust the starship’s systems on the fly. The generator gains the Modify Starship station action.

Upgrade # Solar Generator Crystal Upgrade 1

SFS Standard Solar Generator Crystal Item 1

Usage installed in a generator on a starship with a ramming prow

This crystal allows a solarian to generate a solar shield around a starship. The generator gains the Nova Shield station action.

Upgrade # Operator's Switchboard Upgrade 3

SFS Standard Operator's Switchboard Item 3

Usage installed in a generator

This switchboard is a mishmash of complex wiring and levers designed to manually transmit power through a starship using a combination of technical knowhow and masterful finesse.

Upgrade # Tractor Beam Upgrade 4

SFS Standard Tractor Beam Item 4

Usage installed in a generator

A tractor beam uses gravitons to pull mass toward the starship without exerting force on the starship itself, drawing upon the power of the generator as fuel. The generator gains the Pull Starship station action.

Upgrade # Primal Shielding Upgrade 5

SFS Standard Primal Shielding Item 5

Usage installed in a generator

A seed infused with primal energy has grown into a tree entwined around the starship's generator. While not sapient enough to run the battle station on its own, the tree passively maintains the starship's life support systems and environmental protections even if the rest of the starship is inoperable or if the generator is malfunctioning. The generator battle station gains the Shielding Foliage station reaction, which can be used even while the generator is malfunctioning.

Battle Station # Commercial Gunnery

A starship weapon console is a must-have for crews who want to defend themselves. A gunnery has a single starship weapon installed in it. A starship can have more than one gunnery.

Helmed Gunnery Benefits: You can Strike with the installed weapon (or use Area Fire or Auto-Fire for weapons with the area or automatic traits). These attacks gain the station trait.

Lock On [one-action] (concentratemanipulatestation)
Effect You have your starship’s crosshairs hone in on a target. Until the end of your turn, a target within sensor range takes a –1 status penalty to AC against your Strikes and a –1 circumstance penalty to Reflex saves against your Area Fire and Auto-Fire.
Target Battle Station [one-action] (concentrateincapacitationmanipulatestation)
Requirements You’ve identified one or more battle stations on the target starship
Effect You focus your targeting systems on a specific battle station on board another starship. Your next Strike against the target before the end of your next turn gains the following effects.
Critical SuccessIf the Strike damages the target’s Hull Points, the battle station becomes malfunctioning, and the target is stunned 1.
SuccessIf the Strike damages the target’s Hull Points, the battle station becomes malfunctioning.
Universal Battle Station Actions
Jump Start [two-actions] (concentratehealingmanipulate)
Frequency once per hour
Requirements The starship is inoperable, and you’re helming the generator, magic conduit, or scanners
Effect As your starship’s systems start to fail, you use your battle station’s minimal functionality to shock the various systems on your starship back to life. Attempt a DC 15 check (Crafting if you’re helming the generator; Arcana, Occultism, Nature, or Religion if you’re helming the magic conduit; Computers if you’re helming the scanners). On a success or critical success, Jump Start can’t restore Hull Points to the starship again for 1 hour.
Critical SuccessAll battle stations on the starship stop malfunctioning, and the starship regains 4d6 Hull Points and 4d6 Shield Points.
SuccessAs critical success, but 2d6 Hull Points and Shield Points.
FailureAll battle stations on the starship stop malfunctioning.

Special If you’re an expert in the skill you used for this check, you can instead attempt a DC 20 check to increase the Hull Points and Shield Points regained by 8; if you’re a master, you can instead attempt a DC 30 check to increase the Hull Points and Shield Points regained by 24; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hull Points and Shield Points regained by 40.
Repair Station [one-action] (concentratemanipulate)
Requirements You’re helming a malfunctioning battle station
Effect Attempt a Computers or Crafting check against the DC of the effect that caused the battle station to become malfunctioning. This is typically the save DC for the effect or a level-based DC determined by the GM. On a success, the battle station stops malfunctioning; on a critical success, it’s also immune to malfunctioning for 1 round. On a critical failure, the battle station is immune to Repair Station until the start of your next turn.

Upgrade #

Name Level
Gunnery Turret Mount 0
Munitions Deflection Unit 0
Ordnance Hinges 0
Secondary Armaments 0
Starship Weapon Crystal 1, 2, 4
Towing Winch 1

Upgrade # Gunnery Turret Mount Upgrade 0

SFS Standard Gunnery Turret Mount Item 0

Usage installed in a gunnery

When a mechanic is helming the gunnery, they can choose to Deploy their turret into the gunnery's space. The turret becomes a starship weapon as if it were installed in the gunnery, and its attacks affect targets on the sensor map instead of on the starship map. It uses its usual attack statistics rather than advancing as a gunnery weapon. Attacks with traits such as Ranged Shove that allow a weapon to use an action other than Strike, Area Fire, and Auto-Fire can't be used while the turret is mounted. The mechanic can only attack with a mounted turret while helming the gunnery. The mechanic can spend a single action, which has the concentrate trait, to move their turret to an adjacent space, unmounting it from the gunnery.

Upgrade # Munitions Deflection Unit Upgrade 0

SFS Standard Munitions Deflection Unit Item 0

Usage installed in a gunnery

Your gunnery uses the starship’s sensors to detect incoming bombs, missiles, and other explosives threatening your starship, allowing you to shoot them down. The battle station gains the Deflect Munitions station action.

Upgrade # Ordnance Hinges Upgrade 0

SFS Standard Ordnance Hinges Item 0

Usage installed in a gunnery

This deceptively simple mounting system includes integrated hydraulic shocks and locks that allow you to reposition heavy artillery with ease. The battle station gains the Rotate Armament station action.

Upgrade # Secondary Armaments Upgrade 0

SFS Standard Secondary Armaments Item 0

Usage installed in a gunnery

You can install a second weapon in the gunnery. You can select one active weapon at a time, which counts as your gunnery weapon. You choose which weapon is active when you start helming the gunnery. You can switch your active weapon as an Interact action, which is a station action with the manipulate trait, while helming the gunnery.

Upgrade # Starship Weapon Crystal Upgrade 1+

SFS Standard Starship Weapon Crystal Item 1+

Usage installed in a gunnery

This upgrade resembles a large solarian crystal that hums to life, glowing and floating when a solarian is nearby. When installed in a gunnery, it allows a solarian to unleash their solar armaments against other starships, amplifying their strength to contend with starships. The gunnery gains the following station actions.

Starship Weapon Crystal (Commercial) Item 1


Starship Weapon Crystal (Tactical) Item 2


When you manifest your nova weapon, you also manifest a nova flare, which is a martial ranged starship weapon in the brawling group with the attuned and solarian traits. It benefits from your solar flare's solarian crystals.

Starship Weapon Crystal (Advanced) Item 4


The gunnery gains the following station action.

Upgrade # Towing Winch Upgrade 1

SFS Standard Towing Winch Item 1

Usage installed in a gunnery

This cable is designed to haul cargo larger than the starship, such as other starships that have lost power or are nonfunctional. The gunnery gains the Connect Tow Cable station action.

Battle Station # Commercial Magic Conduit

The magic conduit amplifies spellcasters’ magic to work wonders on a massive, space-worthy scale.

Magic Conduit Benefits: The starship has a spell repository containing starship spells.

Helmed Magic Conduit Benefits: If you have the spellcasting feature, you can cast starship spells, expending your own spell slots as needed. You can only cast a starship spell from the repository if your spellcasting feature allows you to learn spells of the same tradition.

Helmed Will Bonus (Commercial): +0

Helmed Will Bonus (Tactical): +0

Helmed Will Bonus (Advanced): +0

Helmed Will Bonus (Superior): +1

Helmed Will Bonus (Elite): +1

Helmed Will Bonus (Ultimate): +2

Helmed Will Bonus (Paragon): +3

Counter Magic [two-actions] (concentratemanipulatestation)
Effect You disrupt the magic behind a spell or effect within sensor range. Attempt a counteract check against the target. Your counteract rank is half your level rounded up, and your counteract modifier is your spellcasting attribute plus your spellcasting proficiency bonus. If you successfully counteract a magical hazard, you disable it.
Scan For Magic [one-action] (concentratemanipulatestation)
Effect You send out a pulse that reflects off heavy concentrations of magic within sensor range. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as magical effects or items. You detect illusion magic only if that magic’s effect has a lower rank than half the level of your starship (rounded up).
Scan For Magic (explorationstarship)
Requirements You’re helming the magic conduit
Effect You Scan for Magic at regular intervals, with no chance of accidentally overlooking a magical aura during your starship's travels.
Universal Battle Station Actions
Jump Start [two-actions] (concentratehealingmanipulate)
Frequency once per hour
Requirements The starship is inoperable, and you’re helming the generator, magic conduit, or scanners
Effect As your starship’s systems start to fail, you use your battle station’s minimal functionality to shock the various systems on your starship back to life. Attempt a DC 15 check (Crafting if you’re helming the generator; Arcana, Occultism, Nature, or Religion if you’re helming the magic conduit; Computers if you’re helming the scanners). On a success or critical success, Jump Start can’t restore Hull Points to the starship again for 1 hour.
Critical SuccessAll battle stations on the starship stop malfunctioning, and the starship regains 4d6 Hull Points and 4d6 Shield Points.
SuccessAs critical success, but 2d6 Hull Points and Shield Points.
FailureAll battle stations on the starship stop malfunctioning.

Special If you’re an expert in the skill you used for this check, you can instead attempt a DC 20 check to increase the Hull Points and Shield Points regained by 8; if you’re a master, you can instead attempt a DC 30 check to increase the Hull Points and Shield Points regained by 24; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hull Points and Shield Points regained by 40.
Repair Station [one-action] (concentratemanipulate)
Requirements You’re helming a malfunctioning battle station
Effect Attempt a Computers or Crafting check against the DC of the effect that caused the battle station to become malfunctioning. This is typically the save DC for the effect or a level-based DC determined by the GM. On a success, the battle station stops malfunctioning; on a critical success, it’s also immune to malfunctioning for 1 round. On a critical failure, the battle station is immune to Repair Station until the start of your next turn.
Spell Repository These spells are in the repository of all magic conduit stations. You expend your own spell slots and use your own spellcasting attribute and spellcasting proficiency modifier to determine the spell attack modifier and spell DC.

Cosmic Bombardment [one-action] to [three-actions] Spell 1

Traditions arcane, divine, occult, primal
Range sensor range
Targets 1 starship

You fire a missile made of concentrated magical energy that automatically hits the target starship and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.

Heightened (+2) You fire one additional missile with each action you spend.

Cosmic Cannon [two-actions] Cantrip 1

Traditions arcane, divine, occult, primal
Range sensor range
Targets 1 starship
Defense AC

Make a ranged spell attack roll against the target’s AC. If you hit, you deal 2d4 force damage (double on a critical success).

Heightened (+1) The damage increases by 1d4.

Cosmic Fortification [one-action] Spell 1

Traditions arcane, divine, occult, primal
Range sensor range
Targets 1 starship

You grant 1d4+4 Shield Points to the target.

Heightened (+1) The SP restored increases by 1d4+4.

Cosmic Repairs [two-actions] Spell 1

Traditions arcane, divine, occult, primal
Range sensor range
Targets 1 starship

You restore 1d8+8 Hull Points to the target.

Heightened (+1) The HP restored increases by 1d8+8.

Upgrade #

Name Level
Mystic Magic Module 0
Tangle Ward 0, 5, 11, 16
Technomancer Magic Module 0, 5
Witchwarper Magic Module 0

Upgrade # Mystic Magic Module Upgrade 0

SFS Standard Mystic Magic Module Item 0

Usage installed in a magic conduit

When properly attuned, this psychic lattice allows a mystic helming the magic conduit to connect with the starship and even heal it using their vitality network. The starship becomes a bonded creature in the mystic bond of the mystic who’s helming the battle station for the duration they’re helming it. The magic conduit battle station gains the Transmute Vitality station action.

Upgrade # Tangle Ward Upgrade 0+

SFS Standard Tangle Ward Item 0+

Usage installed in a magic conduit

A tangle ward is an automated magical defense matrix designed to snare boarders and intruders as soon as they set foot in the starship. The magic conduit gains the Snare Boarders station reaction.

Tangle Ward (Commercial) Item 0


Tangle Ward (Tactical) Item 5


In addition to creating difficult terrain, the tangle ward forces affected targets to attempt a Reflex save against your spell DC. Speeds for 1 round. Speeds for 1 round. It can attempt to Escape against your spell DC to remove the immobilized condition.

Tangle Ward (Advanced) Item 11


As tactical, except the effects last for 2 rounds.

Tangle Ward (Superior) Item 16


As tactical, except the effects last for 1 minute.

Upgrade # Technomancer Magic Module Upgrade 0+

SFS Standard Technomancer Magic Module Item 0+

Usage installed in a magic conduit

Resembling a three-dimensional computer with arcane glyphs instead of keys, this addition to an existing magic conduit allows technomancers to hack spells installed in the console. The magic conduit gains the Overclock Magic Conduit station action.

Technomancer Magic Module (Commercial) Item 0


Technomancer Magic Module (Tactical) Item 5


As commercial, and the magic conduit battle station gains the Overclock Shielding station action.

Upgrade # Witchwarper Magic Module Upgrade 0

SFS Standard Witchwarper Magic Module Item 0

Usage installed in a magic conduit

Said to exist in multiple worlds at once, the witchwarper magic module is a magical orrery with planets constantly shifting position in mysterious patterns. The magic conduit gains the Warp Space and Time station action.

Battle Station # Commercial Pilot's Console

The pilot's console controls the starship as it moves through space, allowing a pilot to avoid fire and reposition their vessel.

Helmed Pilot's Console Benefits: The starship's AC is equal to your Piloting DC if it's higher. It gains an item bonus to its AC equal to its Helmed AC Bonus and an item bonus to its Reflex saves equal to its Helmed Reflex Bonus value.

Helmed AC Bonus (Commercial): +0

Helmed Reflex Bonus (Commercial): +0

Helmed AC Bonus (Tactical): +0

Helmed Reflex Bonus (Tactical): +0

Helmed AC Bonus (Advanced): +1

Helmed Reflex Bonus (Advanced): +0

Helmed AC Bonus (Superior): +1

Helmed Reflex Bonus (Superior): +1

Helmed AC Bonus (Elite): +2

Helmed Reflex Bonus (Elite): +1

Helmed AC Bonus (Ultimate): +2

Helmed Reflex Bonus (Ultimate): +2

Helmed AC Bonus (Paragon): +3

Helmed Reflex Bonus (Paragon): +3

Boost Thrusters [one-action] (concentratemanipulatestation)
Frequency once per round
Effect The starship moves up to its Speed in the direction of its current heading.
Change Heading [one-action] (concentratemanipulatestation)
Requirements The starship isn’t immobilized
Effect The starship reverses its heading and is no longer off-kilter.
Evade [one-action] or [two-actions] (concentratemanipulatestation)
Effect Your starship gains a +1 circumstance bonus to AC for 1 round. The bonus increases to +2 if you spend 2 actions.
Juke [one-action] (concentratemanipulatestation)
Requirements Your target is within sensor range
Effect Attempt a Piloting check against the target’s Perception DC.
Critical SuccessThe target is off-kilter and off-guard for 1 round.
SuccessThe target is off-guard for 1 round.
Stick To Cover [one-action] (concentratemanipulatestation)
Requirements Your starship is in the same zone as a starship or object one or more sizes larger than your starship
Effect Your starship gains a +2 circumstance bonus to AC and Reflex saves against attacks originating in your zone or in a zone in the direction of your choice on the sensor map. You lose this bonus if your starship isn’t in the same zone as its cover.
Clear A Path [one-action] (concentratemanipulatestation)
Frequency once per round
Requirements The target is within 0 zones
Effect With a risky maneuver, you rush the enemy. Attempt a Piloting check against the target starship’s Reflex DC.
Critical SuccessOne of your allies can make a Strike against the target as a reaction, or the next Strike against the target before the start of your next turn gains a +2 circumstance bonus to its attack roll.
SuccessAs critical success, but the Strike made as a reaction has a –1 circumstance penalty to its attack roll (or the next Strike has a +1 circumstance bonus).
Smoke And Mirrors [reaction] (concentratemanipulatestation)
Trigger A Strike misses your starship
Requirements You’re within 0 zones of another starship
Effect The triggering Strike is rerolled against another starship of your choice within 0 zones.
Universal Battle Station Actions
Jump Start [two-actions] (concentratehealingmanipulate)
Frequency once per hour
Requirements The starship is inoperable, and you’re helming the generator, magic conduit, or scanners
Effect As your starship’s systems start to fail, you use your battle station’s minimal functionality to shock the various systems on your starship back to life. Attempt a DC 15 check (Crafting if you’re helming the generator; Arcana, Occultism, Nature, or Religion if you’re helming the magic conduit; Computers if you’re helming the scanners). On a success or critical success, Jump Start can’t restore Hull Points to the starship again for 1 hour.
Critical SuccessAll battle stations on the starship stop malfunctioning, and the starship regains 4d6 Hull Points and 4d6 Shield Points.
SuccessAs critical success, but 2d6 Hull Points and Shield Points.
FailureAll battle stations on the starship stop malfunctioning.

Special If you’re an expert in the skill you used for this check, you can instead attempt a DC 20 check to increase the Hull Points and Shield Points regained by 8; if you’re a master, you can instead attempt a DC 30 check to increase the Hull Points and Shield Points regained by 24; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hull Points and Shield Points regained by 40.
Repair Station [one-action] (concentratemanipulate)
Requirements You’re helming a malfunctioning battle station
Effect Attempt a Computers or Crafting check against the DC of the effect that caused the battle station to become malfunctioning. This is typically the save DC for the effect or a level-based DC determined by the GM. On a success, the battle station stops malfunctioning; on a critical success, it’s also immune to malfunctioning for 1 round. On a critical failure, the battle station is immune to Repair Station until the start of your next turn.

Upgrade #

Name Level
Nova Prow 5, 9, 13, 16, 19
Powerful Thrusters 0
Ramming Prow 5, 9, 13, 16, 19
Rotational Thrusters 0
Thasteron Afterburner 1, 2, 4, 10, 12, 12, 19
Solar Thrusters 2

Upgrade # Nova Prow Upgrade 5+

SFS Standard Nova Prow Item 5+

Usage installed in a pilot’s console

The pilot console gains the Nova Ram station action.

Nova Prow (Commercial) Item 5


Nova Prow (Tactical) Item 9


The nova prow can affect starships up to two sizes larger and deals 4d8 damage.

Nova Prow (Advanced) Item 13


The nova prow can affect starships of any size and deals 6d8 damage.

Nova Prow (Superior) Item 16


The nova prow can affect starships of any size and deals 8d8 damage.

Nova Prow (Elite) Item 19


The nova prow can affect starships of any size and deals 10d8 damage.

Upgrade # Powerful Thrusters Upgrade 0

SFS Standard Powerful Thrusters Item 0

Usage installed in a pilot’s console

These powerful thrusters can be safely overloaded when a starship needs extra speed. The pilot’s console gains the Overload Thrusters station action.

Upgrade # Ramming Prow Upgrade 5+

SFS Standard Ramming Prow Item 5+

Usage installed in a pilot’s console

The pilot’s console gains the Ram station action.

Ramming Prow (Commercial) Item 5


Ramming Prow (Tactical) Item 9


The ramming prow can affect starships up to two sizes larger and deals 4d8 damage.

Ramming Prow (Advanced) Item 13


The ramming prow can affect starships of any size and deals 6d8 damage.

Ramming Prow (Superior) Item 16


The ramming prow can affect starships of any size and deals 8d8 damage.

Ramming Prow (Elite) Item 19


The ramming prow can affect starships of any size and deals 10d8 damage.

Upgrade # Rotational Thrusters Upgrade 0

SFS Standard Rotational Thrusters Item 0

Usage installed in a pilot’s console

These thrusters are mounted on rotating bases that allow for exceptionally sharp turns. The pilot’s console gains the Uncanny Turn station action.

Upgrade # Thasteron Afterburner Upgrade 1+

SFS Standard Thasteron Afterburner Item 1+

Usage installed in a pilot’s console

Thasteron is an inefficient, plentiful, and highly combustible source of energy utilized by this upgrade to accelerate the starship with a dangerous explosion. The thasteron afterburner integrates a fuel tank that empties when the upgrade is activated and can be reloaded with a single Interact action by anyone adjacent to the pilot’s console. The pilot’s console gains the Thasteron Burst action.

Thasteron Afterburner (Commercial) Item 1


Thasteron Afterburner (Tactical) Item 2


Thasteron Burst deals 2d12 fire damage.

Thasteron Afterburner (Advanced) Item 4


Thasteron Burst deals 3d12 fire damage.

Thasteron Afterburner (Superior) Item 10


Thasteron Burst deals 8d12 fire damage.

Thasteron Afterburner (Elite) Item 12


Thasteron Burst deals 10d12 fire damage.

Thasteron Afterburner (Ultimate) Item 12


Thasteron Burst deals 12d12 fire damage.

Thasteron Afterburner (Paragon) Item 19


Thasteron Burst deals 14d12 fire damage and grants a +2-zone status bonus to Speed.

Upgrade # Solar Thrusters Upgrade 2

SFS Standard Solar Thrusters Item 2

Usage installed in a pilot’s console

The pilot console gains the Nova Dash station action.

Battle Station # Commercial Scanners

Every starship has a weakness ready to be exploited.

Scanners Benefits: The scanners increase the starship’s sensor range by the amount listed on the table below.

Helmed Scanners Benefits: The starship gains an item bonus to its Will saves equal to its Helmed Will Bonus value.

Helmed Will Bonus (Commercial): +0

Increase to Sensor Range (Commercial): +1 zones

Helmed Will Bonus (Tactical): +0

Increase to Sensor Range (Tactical): +1 zones

Helmed Will Bonus (Advanced): +0

Increase to Sensor Range (Advanced): +2 zones

Helmed Will Bonus (Superior): +1

Increase to Sensor Range (Superior): +2 zones

Helmed Will Bonus (Elite): +1

Increase to Sensor Range (Elite): +3 zones

Helmed Will Bonus (Ultimate): +2

Increase to Sensor Range (Ultimate): +3 zones

Helmed Will Bonus (Paragon): +3

Increase to Sensor Range (Paragon): +4 zones

Hack Comms [one-action] (concentratemanipulatestation)
Requirements A tech starship is within sensor range
Effect You forcibly open a channel of communication between your starship and a starship with the tech trait within sensor range. This lasts for 1 minute or until you end the communication as a free action. Crew members helming battle stations on your starship can use actions with the auditory or verbal traits (such as Demoralize) against the target for the duration. Creatures on board your starship can speak to creatures on board the target starship as a free action but must still share their language to successfully communicate as normal.
Seek Starships [one-action] (concentratemanipulatestation)
Effect Scan within sensor range. The GM attempts a secret Computers or Perception check for you (your choice) and compares the result to the Stealth DCs of any hidden or undetected starships in the area or to the DC to detect each hazard in the area. Starships and hazards revealed in this way are known to creatures helming battle stations on your starship.
Critical SuccessAny hidden or undetected starship or hazard you critically succeeded against becomes observed by your starship.
SuccessAny undetected starship or hazard you succeeded against instead becomes hidden to your starship, and those that were hidden become observed.
Target Lock [one-action] (concentratemanipulatestation)
Effect You focus the scanners on a starship within sensor range to determine its trajectory and weaknesses for your gunners. The target attempts a Will save against your Computers DC.
Critical SuccessThe target is unaffected.
SuccessThe target is off-guard to the next Strike from your starship made within 1 round.
FailureThe target is off-guard to your starship for 1 round.
Critical FailureThe target is off-guard to your starship for 2 rounds and can’t benefit from cover against your starship while off-guard in this way.
Hack Battle Station [one-action] (concentrateflourishmanipulatestation)
Prerequisites trained in Computers
Requirements You target a tech starship within sensor range that has a battle station that you’ve identified
Effect You Hack into the systems of a tech starship within sensor range, causing the systems to rupture. Attempt a Computers check against the Fortitude DC of the target, and choose a battle station you’ve identified.
Critical SuccessThe battle station becomes malfunctioning, and the target has a –1 circumstance penalty to its Will saves while the battle station is malfunctioning in this way.
SuccessThe battle station becomes malfunctioning.
FailureThe battle station becomes malfunctioning until the start of the target starship’s turn.
Scan Target [one-action] (concentratemanipulatestation)
Effect You scan the structure of a starship to locate its vulnerabilities and record the data in your starship’s computers. A battle station on a starship that’s identified with Scan Target is also identified on other starships with the same model name. Attempt a Computers check against the Will DC of a starship within sensor range.
SuccessYou learn the target’s model name and identify its battle stations. You also learn the sensor range of the target.
FailureYou learn the target’s model name and the names of the target’s battle stations. You identify one of the battle stations.
Hack Munition [reaction] (concentratemanipulatestation)
Trigger You would be hit by a Strike from a tech starship within sensor range
Effect You quickly clock incoming fire from another starship, and with a succession of keystrokes, you hastily scramble the weapons systems of the triggering starship. Attempt a Computers check against the Will DC of the target.
Critical SuccessAs success, and the battle station that granted the triggering Strike action becomes malfunctioning.
SuccessThe Strike takes a –2 circumstance penalty to its attack roll, potentially changing the outcome.
FailureThe Strike takes a –1 circumstance penalty to its attack roll, potentially changing the outcome.
Critical FailureYour starship takes a –1 circumstance penalty to its Will saves for 1 round.
Universal Battle Station Actions
Jump Start [two-actions] (concentratehealingmanipulate)
Frequency once per hour
Requirements The starship is inoperable, and you’re helming the generator, magic conduit, or scanners
Effect As your starship’s systems start to fail, you use your battle station’s minimal functionality to shock the various systems on your starship back to life. Attempt a DC 15 check (Crafting if you’re helming the generator; Arcana, Occultism, Nature, or Religion if you’re helming the magic conduit; Computers if you’re helming the scanners). On a success or critical success, Jump Start can’t restore Hull Points to the starship again for 1 hour.
Critical SuccessAll battle stations on the starship stop malfunctioning, and the starship regains 4d6 Hull Points and 4d6 Shield Points.
SuccessAs critical success, but 2d6 Hull Points and Shield Points.
FailureAll battle stations on the starship stop malfunctioning.

Special If you’re an expert in the skill you used for this check, you can instead attempt a DC 20 check to increase the Hull Points and Shield Points regained by 8; if you’re a master, you can instead attempt a DC 30 check to increase the Hull Points and Shield Points regained by 24; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hull Points and Shield Points regained by 40.
Repair Station [one-action] (concentratemanipulate)
Requirements You’re helming a malfunctioning battle station
Effect Attempt a Computers or Crafting check against the DC of the effect that caused the battle station to become malfunctioning. This is typically the save DC for the effect or a level-based DC determined by the GM. On a success, the battle station stops malfunctioning; on a critical success, it’s also immune to malfunctioning for 1 round. On a critical failure, the battle station is immune to Repair Station until the start of your next turn.

Upgrade #

Name Level
Cloaking Unit 8, 10
Communications Overlay 0
Security Relay 0, 6

Upgrade # Cloaking Unit Upgrade 8+

SFS Standard Cloaking Unit Item 8+

Usage installed in scanners

This device allows a starship to temporarily vanish from sensor maps. The scanners gain the Cloak Starship station action.

Cloaking Unit (Commercial) Item 8


Cloaking Unit (Tactical) Item 10


The frequency becomes three times per day.

Upgrade # Communications Overlay Upgrade 0

SFS Standard Communications Overlay Item 0

Usage installed in scanners

This module incorporates digital tools, including a voice modulator and vid filter, that can disguise your communications. When you Hack Comms, you can modify your transmitted message to include simple audio and visual effects, giving anyone using the comms on your starship to communicate with the other starship a +1 item bonus on Deception checks to Lie, Intimidation checks to Demoralize, and Diplomacy checks to Gather Information or Make an Impression.

Upgrade # Security Relay Upgrade 0+

SFS Standard Security Relay Item 0+

Usage installed in scanners

These scanners pair with flat disks that are installed in every room and corridor aboard a given starship, allowing for different forms of detection that can locate even the best disguised infiltrators. The scanners gain the Security Scan station action.

Security Relay (Commercial) Item 0


Security Relay (Tactical) Item 6


In addition to its normal effects, you can detect hazards with Security Scan. Compare the Computers check of your Security Scan against the Stealth DC of any hazards aboard your starship.

Weapon # Commercial Acid Capsule Launcher

Damage 1d8 A
Range 4 zones
Category Simple
Group Corrosive
Upgrades 1

Originally designed to launch specially treated waste safely out of range of a starship convoy, these capsules explode on impact with an enemy vessel and quickly eat away at both hull and crew.

Weapon # Commercial Asteroid Breacher

Damage 1d6 P
Range 3 zones
Category Simple
Upgrades 1

Designed to blast holes in asteroids to test their material composition, an asteroid breacher is just as capable of puncturing the hulls of enemy ships.

Weapon # Commercial Coilgun

Damage 1d6 P
Range 3 zones
Category Simple
Upgrades 1

A coilgun accelerates projectiles through a carefully aligned magnetic field to maximize accuracy.

Weapon # Commercial Fragment Launcher

Damage 1d8 P
Range 2 zones
Category Simple
Upgrades 1

This rudimentary weapon launches trash, scrap metal, and other debris at high velocities.

Weapon # Commercial Light Laser Cannon

Damage 1d8 F
Range 5 zones
Category Simple
Group Laser
Upgrades 1

Perhaps the most common artillery in the Pact Worlds, this munition fires a ray of concentrated light.

Weapon # Commercial Pulsecaster Cannon

Damage 1d6 E
Range 3 zones
Category Simple
Group Shock
Upgrades 1

This cannon fires a scintillating ray of crackling electricity that can disable even the most powerful of starships.

Weapon # Commercial Starballista

Damage 1d10 P
Range 6 zones
Category Simple
Upgrades 1

Accelerating ammunition using torsion springs instead of propellant or electromagnetism, the starballista is a surprisingly reliable weapon.

Weapon # Commercial Chain Repeater

Damage 1d8 P
Range 2 zones
Category Martial
Upgrades 1

A machine gun that fires massive bullets at an astounding pace.

Weapon # Commercial Disruptor Rifle

Damage 1d10 E
Range 8 zones
Category Martial
Group Shock
Upgrades 1

Too large to be wielded conventionally by most species, a disruptor rifle is a turret-mounted cannon that blasts concentrated electromagnetic pulses capable of frying electronics and disrupting shields.

Weapon # Commercial Farseeker Missiles

Damage 1d8 P
Range 6 zones
Category Martial
Upgrades 1

These missiles are designed to continuously track a target after they’re fired.

Weapon # Commercial Hypervelocity Macron Accelerator

Damage 1d10 E
Range 2 zones
Category Martial
Group Shock
Upgrades 1

This weapon uses an electrostatic accelerator to accelerate macroscopic particles into a directional metallic hurricane that can rip apart enemy starships.

Weapon # Commercial Polarizing Beam

Damage 1d8 E
Range 2 zones
Category Martial
Group Shock
Upgrades 1

This weapon produces a circuit of dangerous lightning between two polarized prongs and the target.

Weapon # Commercial Pulse Beam Cannon

Damage 1d8 E
Range 3 zones
Category Martial
Group Shock
Upgrades 1

This cannon fires electromagnetic pulses designed to disable a starship without destroying it.

Weapon # Commercial Aeon Cannon

Damage 1d6 F
Range 4 zones
Category Advanced
Group Laser
Upgrades 0

A mainstay of the Azlanti space navy, aeon cannons use a prism of carefully calibrated aeon stones that can be charged with magic to further their destructive potential.

Weapon # Commercial Artillery Cannon

Damage 1d10 F
Range 6 zones
Category Advanced
Group Laser
Upgrades 1

These devastatingly powerful lasers can effortlessly blast holes into the sides of heavily armed and reinforced space stations.

Weapon # Commercial Gravity Cannon

Damage 1d10 B
Range 5 zones
Category Advanced
Group Shock
Upgrades 1

This weapon uses a stable burst of gravitons to fire a beam of gravitational waves toward one or more targets.

Weapon # Commercial Magnetar Rail

Damage 1d10 p
Range 6 zones
Category Advanced
Upgrades 1

This weapon uses magnetism to fire solid metal rods at incredible speeds to pierce the hull of any starship unfortunate enough to be caught in its sights.

Drone # Pyrotechnics Drone

This drone can drop mines that explode on command. The mines deployed by the drone are shielded and can’t detonate without your activation command. A creature helming the drone console can use the following station actions while this drone is deployed.

Deploy Starship Mine [one-action] (manipulatestation)
Frequency once per round
Requirements There isn’t a mine deployed by your pyrotechnics drone in your zone
Effect The pyrotechnics drone deploys a starship mine in your starship’s zone.
Detonate Starship Mine [reaction] or [one-action] (manipulatestation)
Requirements A starship mine you deployed is within sensor range
Effect With a moment’s thought, you trigger the detonation of a starship mine you deployed within sensor range, causing it to explode. A mine deals your choice of either 2d8 fire damage or 2d8 piercing damage to starships in its zone, with a basic Reflex save against your class DC.

You can Detonate Starship Mine as a reaction with the following trigger. Trigger A starship enters or leaves a zone where you have a starship mine deployed that’s within sensor range.

At 3rd level and every 2 levels thereafter, the damage increases by 1d8.
Modify Starship Mine [one-action] (manipulatestation)
Prerequisites Modify mechanic class feature
Requirements You’re in the same zone as one of your deployed starship mines
Effect You modify the hardware of a starship mine in your starship’s zone. The mine remains modded until the end of your next turn. Apply one of the following effects of your choice.
  • Smart Mine: When the starship mine detonates, you can target one starship in that zone to be unaffected.
  • Targeting Mine: Increase the mine’s damage by an amount equal to your Intelligence modifier (minimum 1).
Move Starship Mine [one-action] (manipulatestation)
Prerequisites mobile exocortex mechanic class feature
Requirements You have a starship mine deployed within sensor range
Effect Move the required starship mine 1 zone.

Drone # Repair Drone

A creature helming a drone console that launches a repair drone can use the following station actions while this drone is deployed.

Repair Hull [two-actions] (healingmanipulatestation)
Effect Attempt a DC 15 Crafting check to repair a starship in your zone.
Critical SuccessThe target regains 2d6 Hull Points.
SuccessThe target regains 1d6 Hull Points.
Critical FailureThe target takes 1d6 piercing damage.

Special If you’re an expert in Crafting, you can instead attempt a DC 20 check to increase the Hull Points regained by 10; if you’re a master of Crafting, you can instead attempt a DC 30 check to increase the Hull Points regained by 30; and if you’re legendary, you can instead attempt a DC 40 check to increase the Hull Points regained by 50.
Restore Functionality [one-action] (healingmanipulatestation)
Effect Suppress the malfunctioning condition on a battle station on a starship in your zone for 1 round. Creatures gain a +1 circumstance bonus to any checks to remove the malfunctioning condition from that battle station while the condition is suppressed.

Drone # Scramble Drone

A creature helming a drone console that launches a scramble drone can use the following station actions while this drone is deployed.

Harry Sensors [one-action] (manipulatestation)
Requirements You’re in the same zone as the target starship
Effect Your drone fires flares at the target that confuse its sensors and its computer’s assistant pilot protocols. The target must attempt a Will save against the higher of your class or spell DC.
Critical SuccessThe target is unaffected.
SuccessThe target is off-kilter until the start of its next turn.
FailureThe target is off-kilter.
Critical FailureThe target is off-kilter and off-guard while it’s off-kilter in this way.
Intercept Munitions [reaction] (manipulatestation)
Trigger Your starship would be hit by a Strike
Effect Your drone fires smart intercepting flares that move in front of incoming fire. The Strike’s attack roll takes a –2 circumstance penalty, potentially changing the result of the Strike. You can’t Intercept Munitions with this drone until you Retrieve Drone to retrieve this scramble drone.