Gm's Arsenal

In a campaign using tactical starship combat, players and GMs should familiarize themselves with the rules governing combat as well as the components of player starships. GMs have additional guidelines and tools at their disposal to incorporate tactical starship combat into a campaign and ensure that each tactical starship encounter is balanced, exhilarating, and, most of all, fun for everyone at the table!

This section is intended for GMs who are running an adventure that uses tactical starship combat, who want to use tactical starship combat in their campaigns, or who want to build their own enemy starships and starship hazards.

How To Use This Chapter

You'll want a basic familiarity with tactical starship combat rules and battle stations before diving into this chapter, which provides the tools GMs need to implement those rules in encounters and campaigns. These tools are divided into the following sections.

Starships In A Campaign

This section provides guidelines and tips for running a campaign featuring tactical starship combat. If you’re looking for starship downtime activities, advice for how PCs can acquire or customize a starship, or guidelines for creating your own starship maps, you’ll find this section essential when running your campaign!

Starship Archive

The Starship Archive contains dozens of starship stat blocks that you can use to represent non-player starships acting as enemies or allies in tactical starship combat. The beginning of the Starship Archive also includes guidelines for generating your own non-player starships.

Starship Hazards

Space is a dangerous place, even for a crew on board a starship. This section presents guidelines for deploying hazards during tactical starship combat, including hazards that appear on the player starship map and starship-scale hazards that appear on the sensor map.

Other Starship Resources

Tech Core introduces the rules for tactical starship combat, but GMs running a campaign with starships might consider exploring a few additional resources. GM Core includes the cinematic starship scene subsystem, which you might use to resolve a dramatic chase or an encounter with obstacles to overcome instead of enemy starships to blow up. Starfinder Galaxy Guide is a data-packed primer for the Starfinder setting, introducing many places a crew might explore in their starship, and Starfinder Absalom Station: Center of the Galaxy provides an excellent kickoff point or home base for any starship campaign—remember, even at the edge of the Universe, Absalom Station is always as close as the nearest Drift beacon.

Teaching Tactical Starship Combat

As a GM, you might find yourself needing to teach tactical starship combat to other players. A key point to emphasize is that, while tactical starship combat adds more rules to Starfinder's existing combat systems, these rules are designed to fit seamlessly with what players and GMs are already familiar with. For example, there are new conditions, and starship positions are indicated on a sensor map, but there aren't new rules for initiative, actions, or rounds, and your players will be moving around on the starship map like they would in any other combat encounter. Even enemy starship stat blocks work like existing creature stat blocks. When introducing tactical starship combat to players, start small! The best tool in a GM's arsenal is a group of players who know the system and are excited to use it, and easing them in from an early level in your campaign might work better than introducing tactical starship combat into a high-level campaign without taking the time to learn how it works first.

Starships In A Campaign

A starship sets a crew apart from any other adventuring party, giving them the ability to travel freely throughout the galaxy. The starship is the crew’s home away from home, a method of transportation, and a powerful weapon.

In a way, the starship acts like another character that levels up along with its crew. The crew’s starship is the same level as the PCs or, if the crew members are different levels, the average party level (add all the PCs’ levels together, then divide by the number of PCs in the crew). The crew keeps track of their starship’s abilities, conditions, equipment, status, and statistics using a starship sheet. You should always have an up-to-date copy of the crew’s starship sheet so you can adjudicate rules for their preferred battle stations and upgrades as needed. Additionally, keeping track of the player starship in your campaign helps you plan interesting encounters that challenge the crew and reward them for their choices.

Acquiring Your Starship

Most of the time, the crew gets a starship as part of an adventure hook. If you’re running a premade adventure, the introduction and players’ guide likely provide narrative guidance about how the starship fits into the story and how the crew acquires it. If you’re adding tactical starship encounters to a Starfinder adventure published before Tech Core, or telling your own story with custom encounters built for your crew, you’ll need to figure out how to fit a starship into the game.

Starships and starship equipment aren’t part of a character’s or party’s wealth. You should never force characters to pay for a starship or its gear, nor should you deduct its value from their rewards.

Many campaigns begin with the crew of PCs already owning a starship. The GM handles starship creation as part of their game’s session 0 or provides a premade option that lets players ease into the rules and story before asking them to build their own starship. If you want the crew to earn their first starship as a reward or play out how they acquired it in-game, consider running a one-shot adventure that ends with a wealthy benefactor gifting a starship to the party or a sketchy acquaintance handing them its security codes. If the PCs are members of a faction, like the Starfinder Society or the Stewards, they might get assigned to the crew’s starship at the end of their initiation mission. If they’re Free Captains, they might board and steal a starship as part of the session and either plunder it for themselves or trade it for a different model.

Starship Backgrounds

If you’re ready to get right into the action of your epic campaign, there’s no need to play out how the characters acquired their starship in a full game session. You might work with the players to create a background explaining how the crew got their starship (and who owns it). As you think about the origins of the starship, you and your players might use one of the following options as inspiration.
Divine Gift: A god or another powerful entity gave your crew the starship… but nothing in this galaxy is ever truly free. This scenario works best when all characters worship the same god, but creative players might come up with other arrangements.
Faction Resource: The crew’s faction loaned them a starship for a purpose. Factions are one of the best ways to introduce a player starship into your campaign, as most factions of the galaxy have starships to spare for their agents and allies. If all crew members share the same faction, they’re an official squad or team who travel to and from missions on board a starship belonging to their organization. If they’re members of different factions, they’re part of a cooperative expedition launched by several factions with a shared goal.
Inherited: The crew inherited their starship from a benefactor or mentor. There’s a dozen different scenarios to consider—perhaps a crew member’s pirate aunt left a starship to one of the characters in her will, or the party’s former ally vanished, leaving only their old starship behind. Maybe a crew member won it in a lucky bet.
Stolen Starship: The crew stole their starship from a faction or person. A stolen starship is the perfect option for a pirate crew or a gang of outlaws. If most of the group likes the idea of stealing their starship but one or more don’t want to play lawbreaking characters, they might find alternative ways to fit in with the crew, perhaps as stowaways, captives who prove their worth, or secret agents!

Crewing Your Starship

Every starship needs a crew. Each player should consider which roles their character might perform for a starship crew as part of character creation. If you’re adding a starship to a campaign with preexisting characters, consider allowing them to retrain their skills for free when the crew acquires their first starship. Every crew benefits from someone helming the generator,
pilot’s console, and scanners. A gunnery is vital for a starship to be battle-ready, and a drone console provides utility and more firepower. A magic conduit is essential for a crew with a spellcaster.

Battle stations provide benefits and grant special station actions. They can be helmed by any character, but most of them require training to be helmed effectively.
Drone console: No requirements. There’s no class with an obvious edge when helming the drone console, but mechanics are likely to gravitate toward the role.
Generator: Crafting. Mechanics and technomancers are great at helming the generator.
Gunnery: Melee and ranged Strikes. Operatives, solarians, and soldiers are excellent gunners, but every class can perform the role to great effect.
Magic Conduit: Spellcasting. Mystics, technomancers, and witchwarpers make a magic conduit shine, but any crew member capable of casting spells can helm it.
Pilot’s Console: Piloting. Any crew member with the gumption and expertise can be an ace pilot, but solarians utilizing certain upgrades are always stellar pilots.
Scanners: Computers. While no class is best suited to this role, envoys, mechanics, and technomancers possess technical abilities that synergize well with the scanners.

Mapping Your Starship

Sometimes, tactical starship encounters spill over onto the decks of your starship, or enemies sneak on board while you’re docked safely at port. You’ll need a map to play out the action and to keep track of important objects on board your starship like your battle stations, expansion bays, and escape pods. You can use the same map for the entire campaign or design a new one whenever your crew upgrades the starship.

You might feel creative and invent a wacky new starship design to amaze your friends. Or, if you aren’t typically an artist or mapmaker, you might be intimidated and overwhelmed by the thought of creating your own map. Either way, you can make your own custom starship map! Creating a starship map is as simple or complex as you make it, and you don’t need to be a skilled cartographer. Remember, you’re making a visual representation of your starship to use in a game you’re playing with your friends. As long as you and the other players can tell where the battle stations, enemies, hazards, and escape pods are, you’ve got a great starship map. If you need more guidance, consider the following tips.
Only map what’s needed. Decide where the battle stations are, then add on the expansion bays. A good starship map might be a sketch of a rectangle with a few smaller squares inside it and symbols clearly marking the squares where battle stations are positioned. There’s even a P box next to each battle station on the Starship Sheet to help you keep track. You need to map only the interior areas of your starship where crew members are likely to spend time during exploration and encounter mode, so it isn’t necessary to draw out every expansion bay.
Size matters. The sample maps provided are intended to be drawn or printed as a physical map with a dimension of 24 inches by 30 inches, with a 1-inch-square-grid—the same dimensions as a typical Starfinder Flip-Mat. A map this size has plenty of space for players to move their character tokens, even when enemy boarders are invading!

Similarly, there should be enough room in every bay for the crew to move around. No bay should be smaller than 2 by 2 squares. If you’re using a standard grid map of the dimensions described above, your medium starship’s interior shouldn’t be larger than 120 feet (24 squares) by 100 feet (20 squares). It also usually shouldn’t be smaller than 60 feet by 50 feet. If you have more room to spread out a map or are using digital tools, you might decide your starship map has greater dimensions, but be careful that it doesn’t take too long for crew members to run from one side of the starship to the other.
Team Up. All players should be involved in the map-making process. You alter the starship map only when the crew levels up or spends downtime upgrading their starship, so it’s important to make sure everybody is satisfied.
Test your map. Draw or print your map out, and place tokens on the grid. Move them as you would your characters, counting each square as 5 feet of movement and seeing how long it takes the crew to move from one station to another at their Speeds. Ideally, all members of the crew should be able to get to another part of the starship in a round or less.
Battle Stations
Battle stations each take up one 5-foot-square. Medium starships have plenty of space for crews to spread out. They might house their battle stations in separate bays arranged farther apart from one another. This setup usually places battle stations near a common area or hallway that leads to the escape pods and other parts of the starship in a way that PCs can move from one battle station to another with two or three actions.

Starship Encounter Mode

When it’s time to roll initiative in space, the GM has a lot of choices. When planning an encounter that pits a player crew against fearsome foes, you might create a tactical starship encounter against an Azlanti klokworx nexus. Or you might decide a klokworx nexus is too difficult for the crew’s level and create a cinematic starship scene in which the goal is to escape it. If that’s too easy, you can add boarding creatures to the encounter when a squad of Sihedron Guard drill through the hull. Maybe you don’t have time for all that and decide to skip straight to the combat encounter with the boarders, so you leave the starship element out (other than the encounter taking place on the starship map).

Knowing when to deploy which tools takes a lot of practice, but here are some suggestions. Remember that fighting enemies on the sensor map and starship map at the same time tends to be more difficult and time consuming than a normal encounter of the same challenge level. It’s a good idea to begin with trivial and low encounters and add moderate and harder battles as the players gain more experience.

If you want the players to encounter a powerful enemy that’s beyond their level (but might be a fightable enemy later), consider using a cinematic starship scene. If you want something simpler, or plan to place the overpowered enemy in an encounter with other challenges, consider creating a starship hazard that represents the dangers of proximity to this enemy. For example, the Azlanti flagship’s capital aeon cannon might damage the player starship’s shield as it buzzes past, or the ship’s presence might make it difficult to target smaller foes using it as cover.

Starship Exploration Mode

Starship exploration mode is when your crew travels while helming battle stations on board your starship. You might be investigating an arcane nebula in the Vast or preparing to face down an ancient cosmic dragon terrorizing a Drift lane. You can't use the basic exploration activities described in Player Core while helming a battle station. Instead, you gain new exploration activities depending on the battle station you're helming.

Starship exploration mode is typically tracked in hours or days to account for the great distances being traveled. Space travel usually involves using special engines to slip in and out of a divine hyperspace plane called the Drift. Most starships have Drift engines, but some have rarer options that rely on travel through different planes to bypass great distances in space. All interstellar drives share the travel times listed in GM Core. Triune and their spectra, also known as “Drift angels,” protect the Drift, making it relatively safe to travel through hyperspace. Other planes tend to be far more dangerous, so install the following engines with caution.
Archon Drive: Forged for mighty cathedral-ships and closely guarded by the Inheritor's church, an archon drive travels through Iomedae's home plane of Heaven.
Chaos Sail: This unpredictable engine is rigged to run on any plane—if you know the way, or have Besmara's favor.
Constellation Orrery: This complex, interlocking device allows a starship to follow the imaginary lines that connect the stars in a constellation.
Elemental Engine: This category of starship drives enable travel through one or more elemental planes with a magical core attuned to that plane. Travel using an elemental engine is particularly dangerous for non-elemental creatures.
First Drive: Starships with this fey-engineered drive can hop between points in the First World, a primordial plane that resembles the early Universe.
Helldrive: This infernal engine transports a starship through Hell's devious shortcuts.
Shadow Engine: Pain fuels the core of this engine, which carries a starship through the shadowy Netherworld.

Starship Downtime Mode

Downtime gives you time to rest fully, repair or upgrade your starship, or just have fun. While spending downtime on board your starship, you have access to the basic downtime activities described in Player Core. Some downtime activities are more difficult to accomplish on board a starship, such as earning income and shopping, but aren't impossible— you might spend the time and credits now but only receive your purchased item or payout once you reach a port of call.

While traveling through the Drift or in Vast space far away from a planet or satellite, your starship lacks access to any infospheres that make instantaneous communication and remote shopping possible. Some starships support their own internal infosphere for crew and passengers, but data can only be sent and received while in sensor range of another infosphere or a Drift beacon.

Spending downtime on board a starship has perks. A crew member can use a holo den's programs to retrain without needing a mentor. A medbay allows crew members to treat ill and injured creatures.

When your crew members have a case of Drift fever, simply dock at a port on any planet, moon, satellite, or way station and check out the local sights! Characters at port can pick up their infosphere orders, go shopping, enjoy leisure activities, hang out with friends, and, of course, get into trouble.

Rebuilding Your Starship

Rebuilding your starship requires you to be docked at a major port or settlement, like Absalom Station. Your crew might handle the job yourselves using technical know-how and the fabrication facilities provided to crews at ports, or let the mechanics at the port handle the refitting. Over a week of work, you can change the starship’s frame, expansion bays, battle stations, equipment, and upgrades. There’s no limit to how frequently you can rebuild your starship.

Remember to record your new abilities and statistics on a blank starship sheet.

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.

Starship Hazards

From hull breaches and glitching consoles to asteroids, black holes, and stellar anomalies, the vast reaches of space hold many dangers for starships and their crews. GMs can use these hazards during tactical starship combat to ramp up the tension and make every encounter unique!

Running Starship Hazards

The hazards in this chapter are intended for use during tactical starship combat, whether as a direct threat to the players’ starship on the sensor map or as something on the starship itself that threatens the PCs. These hazards function much like other hazards found in Starfinder adventures and in the Hazards chapter of GM Core. They have a trigger of some kind, a reaction or free action that occurs when they trigger, actions or routines to represent the dangers they present, and they might have a way to be reset so they can trigger again. They always indicate what methods the PCs can use to disable or destroy them, and characters earn XP for interacting with them, just like other hazards.

Some key differences between typical hazards and starship hazards are as follows.

Detecting A Starship Hazard

Like other hazards, starship hazards have a trigger that sets its dangers in motion, and PCs have the opportunity to notice the trigger area or triggering mechanism before setting off the hazard. Starship hazards on the players’ starship can be run just like other hazards. For hazards on the sensor map, during exploration, determine whether the party detects a hazard when their starship first enters the general area in which it appears. If the hazard doesn’t list a minimum proficiency rank, roll a secret Perception check against the hazard’s Stealth DC for each PC. For hazards with a minimum proficiency rank, roll only if someone is actively using Seek Starships and only if they have the listed proficiency rank or higher. Anyone who succeeds becomes aware of the hazard, and you can describe what they notice. Magical hazards on the sensor map can be found using the magic conduit to Scan for Magic.

Disabling A Starship Hazard

Although disabling starship hazards follows the same rules as disabling other hazards, some starship hazards—especially those on the sensor map—require players to use their battle stations to disable them, such as by hacking them with their scanners. If a skill check to disable a hazard lists a battle station, that skill check can only be attempted as a station action at the listed battle station (requiring two actions as normal unless otherwise stated).

Hazards With The Starship Trait

Some starship hazards have the starship trait, which indicates that the hazard is meant to be used on the sensor map and can generally be damaged or interacted with by only other starships or other effects with the starship trait. Hazards without the starship trait function as normal hazards, meaning they’re intended for use on the players’ starship map, as are any other hazards that the GM finds suitable for their game.