TEXT: LPJ9303
  warp speed! expanded 
  starship creation
  Warp Speed! is the ultimate expansion of the starship 
  rules found in the Starfinder Roleplaying Game 
  inspired by the best in sci-fi literature, film, games and 
  comics. 
  Blast off for the stars with an assortment of new 
  starship weapons, frames, components and gadgets. 
  Build an assortment of new starships, from heavily 
  armed new classes of warship to dedicated hospital 
  ships, or tool around the galaxy in a junk-built Bubble 
  Car or your own personal Sauceriod UFO. Fly hyper-
  maneuverable light starfighters and Raiders capable of 
  turning on a dime and blasting their enemies from any 
  angle. Set sail aboard luxurious space Liners whose 
  glittering 5-star accommodations include multi-species 
  bars, exclusive bordellos and exotic gambling.  
  Breed living starships to serve ancient bio-mechanical 
  empires, or soar the spaceways in magi-tech wooden 
  galleons inspired by Jack Kirby’s vision of Asgard! 
  Design generation ships intended to cross the galaxy 
  to a new future, or vast cosmic fortresses equipped 
  with the Worldbreaker – a particle beam capable of 
  vaporizing entire worlds! Prey on unlucky vessels 
  while equipped with revolutionary Cloaking Devices or 
  stun your enemies with mind-bending Matrix Weapons. 
  In addition, optional rules for fuel consumption, life 
  support requirements and FTL communications take 
  the simplistic, space-opera rules that are the Starfinder 
  Roleplaying Game default firmly into the realm of 
  hard sci-fi. Cross time and reality with Time Drives 
  capable of jaunting through centuries in the blink of an 
  Written by Chris A Field
  
  eye, or fire up your Dimension Drive and explore the infinite 
  possibilities of the Multiverse. 
  A Unique 
  Partnership
  This product was produced in conjunction with Otherverse 
  Games. Rather than producing this sourcebook independently, 
  Otherverse Games chose to partner with LPJ Designs to take 
  advantage of their print on demand capabilities, superior 
  layouts and the fact they already have credibility under the 
  Starfinder Compatibility License, while Otherverse Games 
  has always focused on putting out more adult products under 
  the genetic OGL license. This renewed partnership’s a natural 
  one, as Louis Porter Jr. published many of Chris A. Field’s 
  first offerings as a role playing game designer, and was 
  instrumental in forging his first alliances in the industry. 
  New Starship 
  Frames
  These new starship hull designs join those found in the 
  Starfinder Core Rulebook. Some represent size-variant designs 
  intended for a specific purpose beyond those basic ships, 
  others have truly unique design schemes. 
  Drone 
  Drones are tiny, autonomous starships capable of independent 
  operation. They can be used as patrol craft, self-directed space 
  mines, recon craft or released as flankers or protectors by a 
  larger starship. Fitted with a miniature Hyperdrive, a Drone 
  frame can serve as a deep space probe. 
  Drones must be equipped with at least a Mark I Mononode 
  computer system or better. 
  Size Tiny 
  Maneuverability perfect (+2 piloting, turn 0) 
  HP 15 (increment 5) DT – CT 3
  Weapon Mounts forward arc (1 light)
  Expansion Bays –
  Minimum Crew 0 Maximum Crew 0  
  BP Cost 3
  Raider 
  Raiders are a purely military frame class. These nimble little 
  vessels carry a massive assortment of weapons. 
  Size Tiny 
  Maneuverability perfect (+2 piloting, turn 0) 
  HP 35 (increment 5) DT – CT 7 
  Weapon Mounts forward arc (3 light, at least one must be a 
  tracking weapon), aft (1 light), turret (1 light) 
  Expansion Bays  -
  Minimum Crew 1 Maximum Crew 2
  BP Cost 12
  Bubble Car
  Bubble Cars are scratch-built, quirky vehicles built by lone 
  geniuses and/or exceptionally smart crackpots. Built out of 
  junkyard scrap, duct tape and miles of knotted wire, Bubble 
  Cars boast insanely overpowered weapons, which should tell 
  you something about the adventures their pilots get tangled up 
  in. 
  Size Tiny 
  Maneuverability average (+1 piloting, turn 2) 
  HP 35 (increment 5) DT – CT 7 
  Weapon Mounts forward (1 heavy, 1 light), turret (1 light) 
  Expansion Bays 1 
  Minimum Crew 1 Maximum Crew 4
  BP Cost 15
  Sauceroid 
  This flattened disk-shaped vessel resembles the prototypical 
  UFO. It is fragile but agile as a dragon fly. Its weapon 
  selection emphasizes unpredictability and flexibility, with most 
  arms mounted on gimbaled turrets capable of rotating around 
  the vessel’s circumference. 
  Size Large 
  Maneuverability perfect (piloting +2, turn 0)
  HP 90 (increment 15) DT – CT 18 
  Weapon Mounts 
  Forward arc (1 light), port arc (none), starboard arc (none), aft 
  arc (none), turrets (2 heavy, 2 light) 
  Expansion Bays 4
  Minimum Crew 2 Maximum Crew 8
  BP Cost 22
  Retro-Rocket
  This cylindrical vessel maneuvers on short fins and takes off 
  and lands vertically. These vessels are often decorated with 
  eye-catching colors, gleaming chrome fixtures, and diamond-
  density portholes. What they lack in firepower, they more than 
  make up for in style. 
  
  Size Large 
  Maneuverability average (+0 piloting, turn 2) 
  HP 120 (increment 20) DT – CT 24 
  Weapon Mounts 
  forward arc (1 heavy, 2 light), port arc (1 light), starboard arc 
  (1 light), aft arc (2 light) 
  Expansion Bays 3
  Minimum Crew 4 Maximum Crew 16
  BP Cost 25
  Expeditor 
  This heavily armed hull is an ideal fartrader, especially for 
  merchants who deal in dangerous goods or head away from 
  civilized space in the course of business. This hull makes a 
  capable cut-rate destroyer if pressed into military service. 
  Size Large 
  Maneuverability average (+0 piloting, turn 2) 
  HP 150 (increment 20) DT – CT 30 
  Weapon Mounts 
  forward arc (2 heavy), port arc (1 light), starboard arc (1 light), 
  aft arc (1 light), turret (1 light) 
  Expansion Bays 4 
  Minimum Crew 6 Maximum Crew 20
  BP Cost 30 
  Barque 
  Barques are elegant vessels with luxurious accommodations 
  that often serve as pleasure craft for the ultra-wealthy. They 
  can be turned to commercial use as luxury transports, flying 
  bordellos, or as exclusive mobile clubs or casinos. 
  Size Large
  Maneuverability average (+0 piloting, turn 2) 
  HP 120 (increment 20) DT – CT 24 
  Weapon Mounts 
  forward arc (1 heavy, 2 light), port arc (1 light), starboard arc 
  (1 light), aft arc (1 heavy, 2 light) 
  Expansion Bays 6, at least 2 of which must be assigned as 
  Guest Quarters or Gaming Tables 
  Minimum Crew 6 Maximum Crew 20
  BP Cost 35 
  Insectoid
  Modeling starships after insect anatomy is a popular choice 
  throughout the galaxy, producing tough, well-armed cruisers. 
  Insectoid starships resemble enormous stylized scorpions with 
  weapons modules in the forward mounted ‘pincers’ and a 
  pair of turrets rising above the hull in the stinger-like conning 
  tower. The hulls of these vessels are gleaming metal reinforced 
  with glistening chitin. 
  Size Large 
  Maneuverability average (piloting +1, turn 2) 
  HP 120 (increment 20) DT – CT 24 
  Weapon Mounts 
  forward arc (2 heavy), port arc (1 light), starboard arc (1 light), 
  aft (1 heavy, must be a tracking weapon), turret (2 light)  
  Expansion Bays 4
  Minimum Crew 3 Maximum Crew 9
  BP Cost 35
  Hospital Ship 
  Dedicated hospital ships are protected from attack by 
  galactic law and tradition. These huge vessels are instantly 
  recognizable in their silvery-white and crimson livery – plus, 
  their transponder beacon is equally distinctive. Hospital ships 
  cannot, by law, engage in combat. They are allowed a few 
  low-grade weapons, mostly to protect against outlaws and 
  pirates or blast apart asteroids in their path. 
  Size Huge 
  Maneuverability clumsy (-2 piloting, turn 4) 
  HP 120 (increment 20) DT 5 CT 24
  Weapon Mounts 
  forward arc (1 light), turret (1 light) 
  Expansion Bays 12, at least eight of which must be any 
  combination of Guest Quarters, Cryo-Sleep Chambers or 
  Medical Labs
  Minimum Crew 24 Maximum Crew 72 
  BP Cost 50
  Liner
  Liners are slow but luxurious space-going palaces, that can 
  carry hundreds of passengers in style and comfort. Captains 
  looking to increase their profits can rent out the lower decks 
  for steerage-class passengers who are treated only a little 
  better than cargo. 
  Size Huge 
  Maneuverability poor (-1 piloting, turn 3) 
  HP 160 (increment 20) DT 5 CT 32
  Weapon Mounts 
  forward arc (1 heavy), aft arc (1 heavy), turret (2 light) 
  Expansion Bays 12, at least 6 of which must be assigned as 
  Guest Quarters
  Minimum Crew 20 Maximum Crew 50 
  BP Cost 60
  
  Vault Ship 
  Vault Ships are blocky, unattractive starships sheathed 
  in multiple layers of ultra-dense armor. These vessels 
  are responsible for transporting the most valuable and/
  or dangerous cargos in the galaxy, and they’re fitted with 
  armaments to match. Effectively the spacer equivalent of an 
  armored car, their handling is exactly what you’d expect. 
  Size Huge 
  Maneuverability clumsy (-2 piloting, turn 4) 
  HP 200 (increment 50) DT 10 CT 40
  Weapon Mounts 
  forward arc (1 capital), port arc (2 heavy), starboard arc (2 
  heavy) aft arc (1 heavy, 1 light) turret (3 light, at least one of 
  which must be a tracking weapon) 
  Expansion Bays 8, at least 4 of which must be assigned as 
  Cargo Holds, Smugglers Compartments or Brigs
  Minimum Crew 10 Maximum Crew 40 
  BP Cost 75
  Salvager 
  This massive freighter is dedicated to deep space salvage 
  and reclamation. Some of these ships reclaim and recycle 
  destroyed starships or orbital debris, while others make a 
  living scavenging xeno-archelogy sites for profitable relics. 
  Size Gargantuan 
  Maneuverability poor (-1 piloting, turn 3) 
  HP 240 (increment 30) DT 10 CT 48
  Weapon Mounts 
  forward arc (1 capital, 2 heavy), port arc (3 heavy), starboard 
  arc (3 heavy), turret (2 light) 
  Expansion Bays 24, which must include at least 8 contiguous 
  Cargo Holds. Alternatively, a Refinery and Ram Scoop 
  combination can meet this requirement, in which case the 
  vessel is kitted out as a Refining Ship. 
  Minimum Crew 75 Maximum Crew 200
  BP Cost 150
  Grenadier 
  This well-armed military hull is roughly cylindrical, and like 
  the warships of Earth’s “Age of Sail” most of its weapons 
  array are fired from port and starboard arcs. These ships 
  come abreast of their prey and unleash devastating broadside 
  barrages. 
  Size Gargantuan
  Maneuverability average (+0 piloting, turn 2) 
  HP 280 (increment 40) DT 10 CT 56 
  Weapon Mounts 
  forward arc (2 heavy), port arc (1 capital, 3 heavy), starboard 
  arc (1 capital, 3 heavy), aft arc (2 light), turret (4 light)  
  Expansion Bays 8 
  Minimum Crew 100 Maximum Crew 400
  BP Cost 165
  Generation Ship 
  This massive arc is the size of a small planetoid, and it carries 
  a vast breeding population of colonists, engineers and their 
  children to a new home on some distant world. 
  Size Colossal 
  Maneuverability clumsy (-2 piloting, turn 4) 
  HP 400 (increment 50) DT 15 CT 80 
  Weapon Mounts
  forward arc (2 capital, 2 heavy), port arc (3 heavy), starboard 
  arc (3 heavy), aft arc (2 capital, 2 heavy), turret (4 light) 
  Expansion Bays 30, at least 15 of which must be assigned as 
  Guest Quarters or Cryo-Sleep Chambers
  Minimum Crew 250 Maximum Crew 1,000 
  BP Cost 250
  Starship Themes 
  Themes are modifications that can be added to some or all 
  of the basic Starship Frames described in the Starfinder 
  Roleplaying Game and in this sourcebook. Starship themes 
  function much like a creature template would, giving a 
  starship unique advantages and disadvantages, altering the 
  frame’s basic statistics and modifying its cost. 
  Adding the right theme might transform an ordinary ‘hard-
  tech’ starship into a living, symbiotic vessel, a magical galleon 
  of Yggdrasil-wood, sailing the dark between the stars, or even 
  stranger things. No ordinary shipyard had anything to do with 
  the construction of these fabulous or terrifying alien crafts! 
  You may add more than one Theme to a given starship. 
  Modifiers, especially modifiers to Cost, are cumulative. 
  The final combination should make sense, at least in your 
  campaign. 
  The following Starship Themes are included in this 
  sourcebook. 
   • Bio-Mechanical 
   • Junker 
   • Stealth-Rigged
   • Yggdrasil Wood 
   • Undead
  
  Bio-Mechanical Starships 
  These starships blend living tissue and mechanical systems, 
  creating a starship that is as much creature as it is machine. 
  Rather than building a starship, specialized organisms that 
  thrive in deep space are grown to perform the functions 
  normally assumed by unliving machines. 
  Bio-Mechanical Starships might be hideous conglomerations 
  of flesh and steel, amorphous blobs soaring through the 
  mysterious cosmos, elegant and insectoid sculptures of 
  gleaming, pearlescent chitin, or darkly majestic star-tombs 
  whose ribbed passages host innumerable horrors. 
  Healing Factor (EX) 
  Bio-Mechanical Starships can heal themselves over time. 
  Bio-Mechanical Starships recover 10% of their base Hit Point 
  total at the beginning of every second Engineering Phase. 
  Severe system damage repairs itself over time, even without 
  outside assistance. Systems that have been completely 
  destroyed do not regenerate naturally. Wrecked systems 
  become Malfunctioning in 24 hours; Malfunctioning systems 
  become Glitched in 12 hours. Glitched systems are restored to 
  full function in 6 hours. 
  Bio-Engineering (EX) 
  It requires a Medicine check to perform any Engineer Actions 
  aboard a Bio-Mechanical starship, rather than an Engineering 
  check. 
  Creature Type (EX) 
  Bio-Mechanical starships are treated as a creature of either the 
  Magical Beast, Aberration or Vermin type as well as a vehicle. 
  This type is chosen when the ship is created, and cannot be 
  changed thereafter. This means a Bio-Mechanical Starship 
  can potentially be poisoned, sneak-attacked, or succumb to a 
  disease, curse or other affliction.
  Bio-Mechanical starships are vulnerable to effects targeting 
  a creature of the chosen type. Treat it as a creature with Hit 
  Dice equal to its Hull Points divided by 10, rounding down. 
  Treat the Bio-Mechanical starship as if it had Saving Throw 
  modifiers equal to 10 + its Tier. 
  Special
  If both the Bio-Mechanical Starship theme and the Yggdrasil 
  Starship theme are chosen, the resulting starship is treated as a 
  creature of the Plant type instead. 
  Reduced Armor (EX)
  Bio-Mechanical starships are a little more fragile than 
  comparable hard-tech starships. Reduce the starship’s final AC 
  by -2. 
  Statistical Modifications to 
  Base Frame
  HP increase by +20 DT increase by +5 CT increase by +10 
  Expansion Bays add one Bay 
  Minimum Crew reduced by -2 to a minimum of 1
  Maximum Crew reduce capacity by 20%, rounding down 
  Cost multiply base Frame cost by 1.50
  Junker Starships 
  You came here in that thing? You’re braver than I thought! 
  A Junker starship’s ownership records have changed hands a 
  few dozen times (at least) since it left drydock. Each owner 
  has added their own modifications, replaced some parts 
  to suit their own particular flying style, added some secret 
  compartments or hidden weapons, and generally made a 
  mess of the starship’s innards. Junker starships aren’t pretty, 
  they probably aren’t even legal to fly in the most regulated 
  quadrants of the galaxy, and they aren’t exactly reliable, but 
  they will keep flying if their current owner shows them just a 
  little bit of love. 
  Gremlins Onboard (EX)
  The Junker starship isn’t what you’d call reliable. At the 
  beginning of every starship encounter there is a 60% chance 
  that one random ship system is Glitching, as if the vessel had 
  suffered a critical hit. If the Junker starship has one or more 
  ship system that is already Glitching due to actual damage (or 
  a previous application of this quality), do not roll for a random 
  glitch. 
  This modification can only be added to a Starship of Medium 
  size or larger. 
  Lucky Ship (SU) 
  Once per day, prior to rolling any Push action during 
  a shipboard combat round, a crew member aboard the 
  Junker starship can gain a +1d6 luck bonus on the check. 
  Alternatively, you can expend this benefit to gain a +2d4 luck 
  bonus on the Hold It Together Engineering action.  
  Statistical Modifications to 
  
  Base Frame
  HP increase by +20 DT decrease by -5, if base frame DT is 10 
  or greater CT unchanged
  Expansion Bays add 1d4 Bays, at least one of which must be 
  a Smuggler Compartment (at no cost) 
  Minimum Crew unchanged 
  Maximum Crew unchanged
  Cost multiply base Frame cost by 0.65 
  Stealth-Rigged Starships 
  Superior engineering methods and sensor-absorbent materials 
  are married to top-quality ECM systems and stealth-tech to 
  make a starship that is virtually invisible against the blackness 
  of the sky. 
  Reduced Signature (EX) 
  A Stealth-Rigged Starship is designed to fool most sensors and 
  incorporates superior ECM software and hardware. Add +2 to 
  the starships final TL. 
  Superior Defensive Stealth (EX) 
  The Stealth-Rigged Starship is so radar-invisible it is virtually 
  impossible to shoot down with anything more advanced than 
  manually-targeted eyeball weapons. 
  The Stealth-Rigged Starship benefits from a 25% miss 
  chance when targeted by any Tracking weapon. In the case of 
  Quantum weapons, roll the miss chance individually for each 
  attack. 
  Statistical Modifications to 
  Base Frame
  HP decrease by 25%, rounding down DT unchanged CT 
  unchanged
  Expansion Bays reduce by one Bay
  Minimum Crew unchanged 
  Maximum Crew reduce by half, rounding down, to a 
  minimum of the minimum crew necessary to operate the 
  vessel 
  Cost multiply base Frame cost by 2.0
  Yggdrasil Wood Starships 
  These mystical star-craft are hand-assembled from mythic 
  fall-wood collected from the Great Universal Tree, Yggdrasil. 
  These vessels resemble the great galleons and corvettes 
  of the Age of Sail, rather than a product of recognizable 
  technology. This fragrant, mystical blond wood resembles 
  ash, save that it is harder and stronger than any ash tree ever 
  felled by mankind. More importantly, when stimulated by the 
  lethal void and radiation of deep space, this wood generates 
  a life-sustaining aura. Crew aboard such a vessel can stand 
  exposed to the depths of space, or even the rainbow chaos of 
  Hyperspace and feel nothing more than a faint chill. 
  Reduced Signature (EX) 
  A Yggdrasil Wood starship is lower tech by default, and the 
  graceful lines of a star-galleon are stealth-specced by default, 
  with few angular surfaces to give a radar return. Add +1 to the 
  starships final TL. 
  Star Sails (EX) 
  Yggdrasil Wood starships are hard to steer, with their complex 
  system of occult rigging and star-sails, but are rewarding for 
  those who truly master these crafts. Increase the final vessel’s 
  Turn rating by 1 (worsening it) but improve the vessel’s 
  modifier to Piloting by +1. 
  Statistical Modifications to 
  Base Frame
  HP increase by +20 DT increase by +10 CT unchanged
  Expansion Bays remove one Bay 
  Minimum Crew increase by +1 
  Maximum Crew increase by +1 only if base max crew is 1 
  Cost multiply base Frame cost by 0.80 
  Undead Starships
  Rather than titanium, aircraft aluminum and carbon nanotubes, 
  Undead Starships are darker creations – things of bone, tanned 
  flesh and the anti-life energies of the void itself. Some Undead 
  starships resemble the mummified, ritually preserved corpse of 
  some great beast, while others are cathedrals of bleached and 
  gilded bone, etched with mystical runes.  
  Theological Engineering (EX) 
  It requires a Mysticism (or Knowledge: Religion) check to 
  perform any Engineer Actions aboard an Undead starship, 
  rather than an Engineering check. 
  Survival at the Cost of the Crew 
  (EX) 
  If an Undead starship suffers a critical, roll twice to determine 
  which shipboard system is affected. If either roll indicates Life 
  Support is affected, that is the system affected by the critical. 
  
  Creature Type (EX) 
  Undead Starships are treated as a creature of the Undead type 
  as well as a vehicle. Treat the starship as an Undead with Hit 
  Dice equal to its Hull Points divided by 10, rounded down. 
  The Undead Starship has conventional Undead immunities, 
  and is treated as if it possessed a WILL Save equal to 10 + its 
  Tier. Other saves are equal to 6 + its Tier. 
  Statistical Modifications to 
  Base Frame
  HP unchanged DT increase by +10 CT increase by +10
  Expansion Bays add one Bay 
  Minimum Crew reduced by -2 to a minimum of 1  
  Maximum Crew reduce capacity by 20%, rounding down
  Cost multiply base Frame cost by 1.25
  Starship Component 
  Modifications
  Adding these positive or negative qualities affects the cost and 
  functionality of various starship components, such as Power 
  Cores, Sensors or various grades of shield or weapon. You 
  apply these modifications individually to each component, 
  and might mix and match different types of component. For 
  instance, you might have an Armor Defeating railgun mounted 
  alongside a standard-issue railgun, or have a secondary power 
  core to back-stop your Ship’s Heart power core. You may add 
  more than one modification to a system, provided the resulting 
  combination makes sense. 
  Power Core Modifications 
  These modifications can be added to a starship’s Power Core. 
  Atmos Requirement 
  By default, the Starfinder Roleplaying Game ignores the 
  concept of having finite life support resources aboard 
  a starship, and assumes the Power Core can generate a 
  breathable atmosphere mixture indefinitely as long as it is 
  functioning properly. Many advanced Power Core can electro-
  chemically ‘crack’ hydrogen molecules, building new oxygen 
  molecules as needed, for instance. Earlier ship models aren’t 
  so fortunate, having to carefully store, control and ration every 
  molecule of air their crew breathes. 
  Cost Modifier
  Reduce the BP Purchase Cost of the base Power Core by 25%, 
  rounding down. 
  Effects
  Every Period of normal operations, the Atmos Requirement 
  Power Core must access a supply of Atmos (atmospheric 
  gases) to provide life support for the crew. (Larger than 
  maximum crew loads cut Period proportionately, but smaller 
  than average compliments can’t stretch Atmos supplies much 
  beyond the stated period.) 
  This Atmos gas mixture is bulky but fairly easy to store. Eight 
  Periods worth of Atmos can be stored in one Expansion Bay. 
  Atmos stores can easily be replenished on any world with a 
  breathable atmosphere simply by harvesting the necessary 
  gasses from the atmosphere, a process which requires 
  1d4 hours. A Period’s worth of Atmos gas mixture can be 
  purchased in any space-faring society for about 20-50 gp/crew 
  member (sometimes less), with tanks swapped out or refilled 
  in an hour or less. 
  Consequence
  If a starship goes a Period without replenishing its Atmos 
  supply, on the next period all crew members are considered 
  exhausted from atmosphere depletion. Any condition that 
  would cause the crew to become exhausted or fatigued cause 
  1d6 hours of unconsciousness instead. At the end of a second 
  Period without replenishment, the crew begins to suffocate. 
  A starship with an Atmos Hungry Power Core cannot provide 
  a breathable atmosphere while on battery-backup after a 
  Power Core failure. 
  Fuel Hungry 
  By default, the Starfinder Roleplaying Game rules handwave 
  the issue of fueling and resupplying a starship. If you choose 
  this modification, you make fuel economy a concern for your 
  ship and your crew – but you get a break on the initial buy-in 
  cost of your ship’s Power Core. 
  Period
  The consumable substances used by Power Cores 
  with either the Atmos Requirement or Fuel Hungry 
  modifications are measured in Periods. A Period is an 
  abstract measure of resources used up by a vessel with the 
  maximum listed crew in a given period of time. 
   • For Colossal starships, the Period is one week. 
   •  For Gargantuan, Huge, Large or Medium starships, 
  the Period is one month. 
   • For Small and Tiny starships, the Period is one day.
  
  Cost Modifier 
  Reduce the BP Purchase Cost of the base Power Core by 50%, 
  rounding down. 
  Effects
  Every Period of normal operations, the Fuel Hungry Power 
  Core requires fuel and exotic volatiles worth the Power Core’s 
  PCU output x 100 credits. 
  These volatiles might consist of high-energy liquid or solid 
  fuel, exotic xeno-minerals, such as the fictional dylithium 
  crystals of Star Trek lore, exotic substances like dark matter 
  or anti-matter, or setting specific substances such as Fuelon 
  or Yahn. Whatever form they take, these resources are rare 
  and hard to process, but readily available in most space-faring 
  societies. A reserve Period’s worth of fuel for a starship can fit 
  into one Cargo Hold or similar storage unit. 
  If stranded on an undeveloped or low-tech world without 
  access to normal resources, a Period’s worth of fuel can 
  probably be synthesized with a successful DC 20+1d6 
  Physical Sciences check and access to a science or synthesis 
  lab. This check requires several hours. 
  Consequence 
  If the Fuel Hungry starship goes a Period without refueling, 
  it’s performance degrades, as if the Power Core were 
  Malfunctioning. This condition cannot be removed until the 
  vessel refuels. If the Power Core is not refueled after a second 
  Period, it ceases to function until refueled, effectively shutting 
  down all systems dependent on that Power Core.
  Ship’s Heart 
  Your starship’s core isn’t a high-energy reactor system or 
  exotic fuel furnace. Instead, the core of your vessel is a 
  complex bio-mechanical organ that pulses something like 
  radioactive blood through your starship’s living veins and 
  arteries. 
  This modification can be added to any starship equipped with 
  the Bio-Mechanical Starship theme. 
  Cost Modifier
  Increase the BP Cost of the base Power Core by 25%. 
  Effects
  The Ship’s Heart allows the starship to experience something 
  like the adrenaline surges humanoids experience in moments 
  of danger, maximizing performance for a very brief time. 
  Once per day, during the Piloting Phase, the vessel’s pilot can 
  initiate a Heart Surge as a free action. 
  During the Heart Surge, the starship acts as ifs Power Core 
  and Thrusters were undamaged, regardless of their current 
  condition, so long as neither is Wrecked nor destroyed. 
  The vessel’s speed increases by +4 squares, and its Turn is 
  improved by 1 (so a vessel that is normally Turn 4 acts as Turn 
  3). 
  Additionally, all forward arc and turret weapons gain +2 to hit 
  and inflict an additional 20% worth of damage on a successful 
  hit. 
  The Heart Surge remains in effect until the beginning of the 
  next Piloting Phase. 
  At the end of the Heart Surge, the starship’s Ship’s Heart 
  Power Core begins Glitching as if it has suffered critical 
  damage. If already damaged, the damage worsens by one step. 
  If the Power Core was Wrecked, it is completely destroyed 
  when the Heart’s Surge ends. 
  Computer Modifications 
  These modifications can be added to a starship’s Computer. 
  Analog Computers 
  The electronics on your ship are extremely crude, and you do 
  most of the necessary calculations for star-travel longhand. 
  Perhaps the ship is a product of an extremely primitive space 
  program, or perhaps the designer just went for ultra-reliable, 
  field-repairable, radiation resistant, idiot proof tech that can 
  really take a pounding over more delicate modern electronics. 
  It happens. In the Otherverse America reality, the Stonecutter 
  Mercantile Sphere conquered half the known galaxy with 
  starships whose electronics were cruder than what humanity 
  threw into space during the early days of the Apollo program. 
  This modification can only be added to the Basic Computers. 
  The starship cannot have Sensors better than Budget Short 
  Range. You cannot install either Anti-Hacking Measures or 
  Computer Countermeasures, nor any other upgrades/systems 
  that depend on a high tech IT infrastructure to function. 
  Analog starships cannot be equipped with any form of Harrier 
  Type Hyperdrive. 
  Cost and PCU Modifiers 
  Unchanged. This is essentially a ‘free’ Modification, if you 
  want to fly by abacus and laugh at enemy ships that try 
  electronic warfare against you. 
  Effect
  Your starship is completely immune to the effects of EMP 
  weapons. Your Basic Computers cannot be hacked. 
  
  Ship Mind AI 
  Your starship’s computer core houses an advanced artificial 
  intelligence capable of learning, independent operation, and 
  even limited emotional response. Even at the lowest tier of 
  AI, the ship’s mind is intuitive and competent, even outside 
  humanoid supervision. At the highest end, your AI is a 
  self-aware sophont in its own right, with as much claim to 
  possession of a soul as any biological lifeform. 
  Cost and PCU Modifiers 
  Double the BP cost of the base Computer. 
  Add +10 to the PCU requirement of the base Computer. 
  Effect 
  Your ship’s Computer is a self-aware artificial intelligence 
  and is treated as an NPC (or possibly even a unusual player 
  character) rather than a simple machine. 
  The Ship Mind as a Character 
  The Ship Mind is treated as a Construct with Hit Die equal to 
  the starship’s Hull Points divided by 10. 
  Generate mental ability scores (INT, WIS and CHA) normally 
  for your campaign. Add the Computer’s Mark to the Ship 
  Mind’s INT score as a racial ability score modifier. (For 
  instance a Mark V Duonode Computer would have a +5 
  racial modifier to INT). These are the Ship Mind’s permanent 
  ability scores. Each time the starship would gain additional 
  Hull Points for a Tier increase, the Ship Mind may add a +2 
  inherent bonus to any mental ability score of its choosing. 
  The Ship Mind gains 4 + INT modifier skill ranks per Hit Die, 
  and treats all skills on the Mechanic list as class skills. The 
  Ship Mind is proficient in any languages used by its creator 
  or crew. It gains this amount of skill points each time its Tier 
  increases. 
  As a Construct, the Ship Mind is immune to mind-affecting 
  abilities, but cannot benefit from morale bonuses. Their 
  personalities seem flat, unaffected and businesslike, rather 
  than fully humanoid and naturalistic. 
  The Ship Mind is given an alignment when it is first brought 
  on line, typically one similar to its creator or intended pilot. 
  Only truly extreme circumstances, or actual reprogramming, 
  will cause a Ship Mind to question or shift its alignment. 
  If a Ship Mind AI is actually hacked, use the rules for 
  cyberhacking found in Technology Unleashed (Otherverse 
  Games, 2015). 
  Un-braked AI 
  Lower-level AI is perfectly competent, but they lack the spark 
  of true innovation. Higher-grade AI lacks the programmed 
  ‘brakes’ that keep lesser machine intelligences from evolving 
  into true sentients. They are a bit quirky, and sometimes harder 
  to deal with, but tend to be a lot more capable. 
  If you apply the Ship Mind AI to a Mark VI or greater 
  Computer system, the resulting Ship Mind is automatically 
  Un-braked AI.  
   
  The resulting Un-braked AI now gains 6 + INT modifier skill 
  ranks per Hit Die, and may choose a single Theme, such as 
  Ace, Icon or virtually anything else! 
  The Un-braked AI becomes vulnerable to mind-affecting 
  abilities but can benefit from morale bonuses, and is 
  considered to have a true soul. A destroyed Un-braked AI can 
  be raised or resurrected, if its soul is free and willing to return. 
  Doing so restores a destroyed starship (its physical body) 
  to operations. In this case the raise dead, resurrection spell, 
  or similar magic is dramatically more expensive, requiring 
  the expenditure of BP equal to ¼ of the starship’s total build 
  budget at the time of destruction, rather than the spell’s typical 
  material component.  
  Un-braked AI have more well-rounded, fully human-like 
  personalities, and may change alignment over time as easily as 
  any other intelligent being. 
  Ship Mind Avatar (SMA) 
  All Ship Minds can project a hard-light hologram or occult-
  tech phantasm as a remote avatar to physically interact with 
  its physical body and the humanoids aboard. This Ship Mind 
  Avatar functions identically to the Holo-Matter Avatar spell 
  found in Technology Unleashed, but is a technology based 
  effect rather than purely occult. 
  While projecting a SMA, the Ship Mind AI Computer 
  provides no benefit to checks during the combat round, 
  effectively working like a Basic Computer System during this 
  time. Effectively, the Ship Mind’s attention is divided. While 
  manifesting a holo-matter avatar to climb into the gunner’s 
  seat, the Ship Mind simply can’t concentrate on providing real 
  time computer assistance to the rest of the ship’s crew. 
  The Ship Mind can project its SMA anywhere within the 
  starship and a very short distance outside (usually 10-20 ft at 
  most), usually to the edge of a loading dock to supervise cargo 
  off-load, perform hull maintenance or similar tasks. 
  
  Game Rules 
  The SMA is treated as a Medium or Large Construct with the 
  smartlight and usually the technological subtype. It may have 
  other subtypes at the game master’s option, reflecting the race 
  of its creator. For instance, an Elven Ship Mind might have the 
  Elf subtype, a Battlechanger SMA the Battlechanger subtype, 
  and so on. 
  While manifested the SMA has KAC and EAC 10 + its 
  size modifier + its DEX modifier. It has a single Hit Point. 
  If destroyed, the SMA avatar is destroyed, which does not 
  damage the Ship Mind AI itself in any way. The AI can form a 
  new SMA as a full round action. 
  The SMA is considered to have a Base Attack Bonus equal to 
  the starship’s Tier, and an effective STR score of 10 (+0). It 
  is proficient with simple and martial weapons and with ship-
  mounted weapons. The SMA has a DEX modifier equal to 10 
  + the Mark of the Computer, so a Mark V Duonode Computer 
  Variant Ship Mind Avatars 
  Robotic Frames
  Rather than a holographic avatar, a Ship Mind might choose to be embodied in a mechanical frame instead. In this case, 
  the Ship Mind Avatar is treated as an actual player character, probably a member of one of the most common robotic races 
  in the setting. Mental ability scores are determined, as above, while the variant SMA’s physical attributes are generated 
  normally for the campaign. In a standard Starfinder Roleplaying Game Campaign, the resulting embodied consciousness is 
  technically an Android, but if you’re using Otherverse Games races, the embodied consciousness might be treated as a Star 
  Droid, Synth, Bulk, Erobot, Full Conversion Cyborg or other mechanoid, like as a POETICA or Battlechanger, instead. 
  While active in their physical frame, the Ship Mind can adventure with fellow characters, and cannot provide a bonus 
  during starship combat, as their mind is mostly occupied with running their frame. The Ship Mind’s Frame is in constant 
  wireless communication with the starship, provided they are on the same plane and planet. If moved farther than this, the 
  AI becomes inactive, and the Frame effectively becomes unconscious. For the Ship Mind’s consciousness to return to the 
  starship, it must rest the frame in a specially designed storage cell. Returning its mind to the starship, or re-inhabiting the 
  Frame, is a full round action. While the Ship Mind’s consciousness is within the starship’s computers, its Frame is inert and 
  unconscious 
  If the Frame is destroyed, the Ship Mind’s consciousness returns to the starship without harm, other than the loss of its 
  Frame. A lost Frame can be rebuilt or replaced, but this is a pricy and difficult process that takes days or weeks of work. 
  Optional: Stranger Frames
  While the default assumption is that a high-tech computer program is embodied in a robotic body, an occult-tech or purely 
  magical Ship Mind might embody itself in a stranger Frame. A Yggdrasil Wood starship with a mystical Ship Mind might 
  embody itself as a Nyiad. An Undead skull-fire cruiser might embody itself in a zombie-like Frame, or even as a Neverborn 
  character. At the game master’s discretion, the Ship Mind might choose virtually any creature as its Frame. 
  Aside from the specifics of its form and powers, this option functions pretty much as above. If the chosen Frame is 
  especially unbalancing or significantly above the campaign’s power level, the game master might assess a Build Point ‘tax’ 
  on the option, ranging from 2-3 BP for minor power boosts, to 80+ BP in the case of truly abusive combinations like an 
  adult dragon Frame commanding a star-destroyer. 
  Battlechanger Ship Minds 
  A Battlechanger-centric campaign can use the Starfinder Roleplaying Game’s starship construction rules rather than the 
  shorter and simpler alt-mode design rules. A character with a starship alt-mode can be modeled nicely by building a starship 
  of a Tier and size agreed by the game master and player. If the player character Battlechanger is effectively the Brainmaster 
  or Enginemaster partner of a larger, non-sentient starship, the relation between vessel and robot partner can be simulated 
  with the Ship Mind Avatar relationship mentioned above. Otherwise, the starship and the Battelchanger are one and the 
  same, with the Battlechanger reassuming its true, robotic from after its passengers and crew have disembarked.
  
  would have a DEX 15 in SMA form. The SMA has no CON 
  score.The SMA uses the Ship Mind AI’s mental ability scores. 
  Shield Modifications 
  These modifications can be added to a starship’s Shields. 
  Schrodinger Shielding 
  Schrodinger-grade Shielding uses quantum superpositioning 
  and uncertainty theory to spoof Quantum weapons. Less 
  technically, they keep you alive even against those weird-
  science weapons that get two chances to kill you. 
  Cost and PCU Modifiers 
  Double the BP cost of the base Shields. 
  Multiply the PCU requirements of the base Shields by 1.25. 
  Effect
  Negate the effects of Quantum weapons used against the 
  Starship as long as Schrodinger Shielding is active. If any arc 
  of shielding is reduced to 0 Shield Points, this benefit is lost 
  until all shields regenerate to full strength. 
  Thruster Modifications 
  These modifications can be added to a starship’s Thrusters. 
  Hyper-Mobility T-Class 
  Thrusters
  Vectored thrust nozzles and pneumatic maneuvering jets cover 
  every inch of your tiny starfighter, taking full advantage of 
  its low mass. Your starship can manipulate its momentum, 
  redirect thrust and change orientation with impossible 
  dexterity. 
  This modification is exclusive to any T-Class (Tiny) Thrusters 
  and cannot be added to larger scale Thrusters. 
  Cost and PCU Modifiers 
  Add +2 BP to the BP cost of the base Thrusters. 
  Add +5 to the PCU requirements of the base Thrusters. 
  Effect 
  As long as the Hyper-Mobility T-Class Thrusters are 
  functional, the pilot may use the Flip and Burn Stunt without 
  making a pilot check. 
  Fire Phoenix Class Thrusters 
  These ultra-high energy occult-tech Thrusters sheathe the 
  starship in a spectacular corona of energy, and for brief 
  periods, can completely translate the vessel and those aboard 
  into a plasma state. The starship becomes a blazing firebird, 
  burning hotter than the core of a main sequence star, capable 
  of burning enemy starships out of the heavens just by passing 
  near. 
  This modification can only be added to T-Class (Tiny), 
  S-Class (Small) and M-Class (Medium) Thursters and cannot 
  be added to larger scale Thrusters. 
  Cost and PCU Modifiers 
  Triple the BP cost of the base Thrusters. 
  Add +20 to the PCU requirements of the base Thrusters. 
  Effect 
  Whenever a starship with these modified Thrusters equipped 
  successfully performs the Fly-By Stunt in starship combat, the 
  enemy starship suffers 2d6 points of damage per size category 
  of the ship. 
  Weapon Modifications 
  These modifications can be added to a starship’s Weapons. 
  Armor Defeating Weapon 
  Superior firepower and targeting allows these specialized 
  military-grade weapons to hit targets where the armor is 
  weakest. 
  Cost Modifier
  Add +3 BP to the BP Cost of the base Weapon. 
  Effect 
  The Armor Defeating Weapons treat the AC of a target vessel 
  as if were -5 lower. 
  Heavy Grade Weapon 
  More firepower’s a beautiful thing, as long as it’s not being 
  fired at your starship. 
  Cost and PCU Modifier
  Add +5 BP to the BP Cost of the base Weapon. 
  Add +10 to the PCU requirements of the base Weapon. 
  
  Effect 
  The modified weapon inflicts 50% more damage than a 
  standard weapon of its type on a successful hit. 
  Shieldeater Energy Weapon 
  Shieldeater weapons use exotic energy matrixes to destabilize 
  energy shields. A bolt of energy from this weapon ‘infects’ 
  the ship’s forcefield and degrades all areas of the forcefield, 
  rotting it like mold on bread. 
  Only direct fire energy weapons can gain the Shieldeater 
  Modification. 
  Cost and PCU Modifier 
  Add +6 BP to the BP Cost of the base Weapon. 
  Add +8 to the PCU requirements of the base Weapon. 
  Effect 
  When a Shieldeater Energy Weapon damage a target’s shields, 
  all arcs of the shield take equal damage from the attack. 
  Multistage Weapon
  Projectiles of this type have several staged boosters that are 
  ejected for increased acceleration as the missile homes in on 
  its target. 
  Only tracking projectiles can gain the Multistage 
  Modification. 
  Cost Modifier 
  Add +4 BP to the BP Cost of the base Weapon. 
  Effect 
  After crossing at least 6 hexes in route to the target, the 
  Multistage missile loses two damage dice but gains a +4 bonus 
  on its attack roll. If the Multistage missile crosses at least 12 
  hexes in route to the target, the Multistage missile loses an 
  additional two damage dice but gains a total +8 bonus on its 
  attack roll. This weapon always at least inflicts one dice worth 
  of damage if it hits.
  New Weapons and Special 
  Properties 
  The following new special weapon property is in addition to 
  those found in the Starfinder Core Rulebook. 
  Property: Sphere 
  A weapon with this property affects all targets within range. 
  The gunner requires no gunnery check against any target, as 
  they are all affected by the weapon. Roll damage only once 
  for all targets. Critical damage is determined by each target’s 
  Critical Threshold. The weapon cannot avoid affecting any 
  allies within its range, nor can it affect any target more than 
  once.
  Chaff Launcher 
  Small drone missiles explode into a shower of highly radar 
  reflective shards that hang in a tight orbit, deflecting incoming 
  missiles. 
  You can fire a Chaff Launcher as a free action during the 
  Piloting phase as well as during the Gunnery phase. Select 
  a hex within two hexes of your starship. The Chaff missile 
  detonates in this hex. For one round of starship combat, all 
  Tracking weapons that pass through this hex suffer a -10 
  penalty on their attack roll to maintain lock on the target 
  vessel’s TL. This includes weapons fired by allied starships. 
  Death Blossom and Death Seed
  Weapons of this poetically named class consist of a panoply 
  of cannon and energy weapon emitters placed across the hull, 
  as well as a fire-link control system that intergrates liberal 
  amount of gunspray from other ship-mounted weapons as well 
  as a thruster override system. The basic principle behind this 
  class of weapon is to spin the starship in a wild corkscrew 
  while firing every single weapon you have. 
  Decoy Missiles 
  These tiny missiles include a pre-programmed evasion 
  protocol, high powered thrusters and powerful transponder 
  broadcasting a false signal profile resembling that of the 
  launching starship.  
   
  Decoy Missiles can be fired as a free action during the Piloting 
  phase as well as during the Gunnery phase. Select a hex 
  within 30 hexes of your starship. The Decoy Missile takes a 
  meandering course to that hex, turning in a random direction 
  every four hexes traveled. The Decoy Missile travels for up to 
  3 rounds or until destroyed. 
  Any Tracking weapon that passes within 6 hexes of a Decoy 
  Missile must make an attack roll against its intended target TL 
  +5 to continue on course to target. Failure indicates it tracks to 
  the Decoy Missile instead and is destroyed. 
  
  Forced Jaunt Cannon
  Requires Dimension Drive  
  What’s the best way to defeat an enemy you can’t reason 
  with, can’t outfight, can’t outshoot or just can’t kill? Dump 
  the bastard in somebody else’s universe and make it their 
  problem. The Forced Jaunt Cannon weaponizes the exotic 
  energy matrix produced by the ship’s Dimension Drive and 
  fires it at an enemy ship. That starship is sheathed in a sickly 
  glow of transdimensional light and than – POOF! It’s exiled 
  from reality. 
  The Forced Reality Cannon can only affect a starship or other 
  target of the same size category of your vessel or smaller. On a 
  successful hit, the target is dumped into some random alternate 
  dimension or plane. Each FJ Cannon deposits all targets hit 
  over the course of its function onto the same random plane, 
  which the creator has no real control over. Firing this weapon 
  is considered to fire your Dimension Drive as well. 
  Heavy Mining Equipment 
  An array of long, articulated tendrils, white-dwarf matter 
  tipped drills, anti-matter cutters and borers dangle from the 
  starship. This intimidating array of tools is designed to slice 
  through the outer crust of comets, asteroids and small moons 
  in search of valuable ores and minerals. They’re cumbersome 
  and clumsy, but can wreak havok on a nearby starship in a 
  pinch. 
  Game Rules 
  Heavy Mining Equipment is treated as a short range weapon, 
  but it cannot ‘fire’ beyond maximum range. Heavy Mining 
  Equipment is clumsy, and suffers a -5 penalty on attack rolls 
  when used against a mobile target. Heavy Mining Equipment 
  also functions as Manipulators. 
  Heavy Mining Equipment functions much as a Ramscoop, 
  in that each hour of mining produces one unit of fuel, as well 
  as consumables that can be refined into valuable trade goods 
  inside a Refinery module. Mining inflicts massive surface 
  damage to the asteroid or moon being mined, and long term 
  mining can wreck environmental havoc on a living world. 
  Small comets, asteroids and micro-planetoids are destroyed – 
  pulverized – by long-term mining. 
  Reliquary of Vengeance 
  Gargantuan and Colossal starships only 
  A large portion of the starship’s free space is given over to a 
  vast and ornate cathedral housing a particularly infamous holy 
  or demonic relic. The deities this vessel is dedicated to protect 
  the starship, lashing out with divine fury when the vessel is 
  sorely wounded. 
  Game Rules
  A Reliquary of Vengeance is not directly under the player’s 
  control. It is effectively an automatic weapon, that fires as 
  a free action anytime the vessel suffers a Critical Hit. This 
  attack roll is made at the gunner’s attack bonus, but cannot be 
  enhanced by Captain actions. There is no limit to the amount 
  of attacks a Reliquary of Vengeance can make in a particular 
  starship combat round. Even if the vessel is disabled or 
  destroyed, the Reliquary of Vengeance still makes one final 
  attack before destruction. 
  Matrix Weapons 
  Matrix Weapons are psychic weapons that attack a vessel’s 
  crew rather than blowing pieces off its hull. These mental 
  weapons infiltrate the consciousness of the target vessel’s 
  crew, dropping them into an intense dreamlike state. In 
  this state, the crew experience a procedurally generated 
  simulated life as an average member of a humanoid race of 
  the designer’s choice. An entire lifetime passes for those in 
  the simulation, from birth through childhood and adolescence, 
  climaxing in adulthood and eventual death from age, seeming 
  to span decades though the dreams occur in only seconds of 
  real-time. 
  Game Rules
  All creatures aboard a target starship must succeed at a WILL 
  Save or succumb to the Matrix Weapon. For a Sim Life Matrix 
  the base WILL Save DC is 15 + the vessel’s Computer Mark 
  rating. For example, a starship equipped with a Sim Life 
  Matrix and a Mark II computer has a DC 17 Will save. Those 
  who fail their saving throw cannot take actions for the next 
  starship round. Each creature aboard the target vessel makes 
  their own saving throws against the Sim Life Matrix; this is a 
  mind-affecting effect. 
  Black Mercy Matrix Weapons are more insidious mind 
  weapons. The procedurally generated sim reality is more 
  personal, incorporating elements from the victim’s real 
  history. The simulated life is idyllic, and to escape from the 
  simulation, the dreaming victim must neglect, harm, betray 
  or slaughter those they care are about. The WILL Save DC is 
  20 + the vessel’s Computer Mark rating. Whether the victim 
  succeeds or fails at the WILL Save against the Black Mercy 
  Matrix Weapon that character cannot benefit from morale 
  bonuses for 24 hours after being exposed to the Black Mercy 
  weapon. 
  
  Worldcracker Particle Beam
  Need a super weapon capable of vaporizing an Earth-sized 
  planet in a single blast to make your moon-sized cosmic 
  dreadnaught fully armed and operational? Give in to your hate 
  and fire the Worldcracker. 
  Worldcracker Particle Beams are extremely deliberate 
  weapons to aim and fire, but since they are designed to fire 
  at planet-scale objects, fine accuracy isn’t really needed. 
  Worldcracker Particle Beams suffer a -10 penalty on their 
  attack roll when firing at moving targets smaller than moon-
  sized, which includes many Colossal starships and stations of 
  less spectacular mass. 
  Hyperspace  
  Versus the Drift 
  In mechanical terms, the Drift dimension, described in 
  the Starfinder Roleplaying Game functions identically to 
  Hyperspace as found in the Heavy Future Campaign Setting, 
  or the Instant Transference (ITF) Corridor of the Otherverse 
  America Campaign Setting. Travel times are measured in 
  terms of relative, rather than absolute distance, and the rating 
  of an engine can fractionate or multiply travel time. More 
  details on how Hyperspace and the ITF Corridors differ from 
  Drift space will be forthcoming in dedicated sourcebooks for 
  campaign settings where those dimensions really matter.
  For the purposes of this sourcebook, the term Hyperdrive 
  Rating is used rather than Drift Rating. I’m avoiding using 
  the term Drift in my campaign settings, as it implies some 
  things about the cosmology that don’t quite fit my campaigns. 
  Probably more importantly, using the term “Drift” for warp-
  speed travel is unintentionally hilarious if you’ve watched 
  Pacific Rim, or if you’ve been following James Roberts work 
  on Transformers for IDW Comics. 
  Light Weapons
  Weapon
  Type
  Range
  Speed in 
  Hexes
  Damage
  PCU 
  Requirement
  BPU Cost
  Special Properties
  Chaff Launcher
  Direct Fire
  2 hexes
  -
  None
  2
  4
  Limited Fire (5)
  Matrix 
  Weapon, 
  Sim Life
  Direct Fire
  Short
  -
  None
  8
  10
  Limited Fire (3)
  Heavy Weapons
  Weapon
  Type
  Range
  Speed in 
  Hexes
  Damage
  PCU 
  Requirement
  BPU Cost
  Special Properties
  Death Seed
  Direct Fire
  Short
  -
  6d6
  40
  30
  Limited Fire (1), Sphere
  Decoy Missile
  Tracking
  30 hexes
  12
  None
  4
  6
  Limited Fire (5)
  Matrix 
  Weapon, Black 
  Mercy
  Direct Fire
  Short
  -
  None
  14
  20
  Limited Fire (3)
  Reliquary of 
  Vengeance 
  Direct Fire
  Long
  -
  8d6
  12
  40
  -
  Capital Weapons
  Weapon
  Type
  Range
  Speed in 
  Hexes
  Damage
  PCU 
  Requirement
  BPU Cost
  Special Properties
  Death Blossom
  Direct Fire
  Short
  -
  8d8x10
  50
  60
  Limited Fire (1), Sphere
  Forced Jaunt 
  Cannon
  Direct Fire
  Medium
  -
  See Text
  50
  80
  Quantum, Limited Fire 
  (1)
  Heavy Mining 
  Equipment
  Direct Fire
  Short
  -
  2d6x10 
  24
  32
  Ripper
  Worldcracker 
  Particle Beam
  Direct Fire
  Long
  -
  2d6 million 
  (approximately)
  475
  666
  Line, Limited Fire (1)
  
  New Hyperdrives 
  The following new engines are designed to propel especially 
  large or massive crafts into Hyperspace. As with the engines 
  already in existence, these drives have a cost in Build Points 
  based upon the starship’s size category. 
  Some drives have a fractional Hyperrdive Rating (such as 0.5 
  or lower). These exceptionally slow (but cheap and power-
  efficient!) Hyperdrives with a fractional rating divide, rather 
  than multiply, travel time through Hyperspace. For instance, a 
  0.5 Hyperdrive would take 4 days to make a journey through 
  Hyperspace that would take a standard 1 Hyperdrive two days 
  to traverse. 
  Harrier Type Hyperdrives can enter or exit Hyperspace at 
  will, without the requirement that the starship must remain 
  stationary without conventional thrusters for at least one 
  minute before the jump. These military grade Hyperdrives 
  are exclusive to small, maneuverable fighters and patrol 
  crafts. Foxtrot Class Harrier Type Drives are highly prized by 
  smugglers and terrorists, not to mention legitimate military 
  forces that prefer fast, swift assaults. Sierra Class drives are 
  prohibitively expensive and are usually only placed on royal 
  spaceships, headquarters ships and other capital starships 
  ferrying galactic VIPs. 
  Game Rules
  A starship equipped with a Harrier Type Drive can enter 
  Hyperspace without a long stationary period as a Stunt during 
  the Piloting Phase. Doing so requires a Piloting check, with a 
  DC equal to 20 + the starship’s Tier. Failure indicates the jump 
  is not made and the Hyperdrive becomes non-functional for 
  2d6 minutes. 
  Drive Musculature can only be installed in Bio-Mechanical 
  starships. These drive engines use strange-matter impregnated 
  organic systems to travel through Hyperspace. They can be 
  eerily majestic, soaring on vast, animalistic wings, or rushing 
  through the Void propelled by a miles long flagellum. Harrier 
  Type Drive Musculature is incredibly fast and high-energy, 
  beating at the void like a dragonfly’s or humming bird’s 
  wings, flapping faster than the eye can follow. 
  New Starship 
  Components 
  All these new systems can be added to a starship without using 
  up an Expansion Bay, but some components are limited to 
  starships of a particular size. 
  Bullet Drive 
  The Bullet Drive is a regenerating, one-shot acceleration 
  device often used for launch assistance. Creative and desperate 
  captains have also used their Bullet Drives for everything 
  from desperate escapes, to suicidal ramming maneuvers or for 
  that extra burst of high-G speed that can change a dogfight’s 
  outcome. 
  A Bullet Drive can be activated at the beginning of any 
  Piloting phase. Once activated, it provides the listed boost to 
  speed (a Bullet Drive T-8 gives an 8 hex boost, for instance). 
  The starship moves its full speed plus the additional hexes 
  provided by the Bullet Drive on this Piloting Phase. However, 
  the vessel must move its full movement, crashing through 
  any obstacles or hazard present, and cannot turn or take other 
  Piloting actions. In addition the starship must move straight 
  forward or straight up (as measured from the starship’s dorsal 
  surface), and cannot move diagonally. 
  Once fired a Bullet Drive must recharge for 24 hours before 
  it can be used again. Multiple Bullet Drives cannot be fired 
  simultaneously. 
  Cloaking Device 
  A ship-wide energy field bathes the vessel in exotic radiation 
  that completely masks its radiation and ELINT signatures 
  while shifting it far outside the visual spectrum. The starship 
  Hyperdrive
  Hyperdrive 
  Rating
  Minimum 
  PCU 
  BP Cost
  Maximum Starship Size
  Bulk Hauler Slowdrive
  0.25
  100
  20 x starship size 
  No maximum
  Courier Class Racerdrive
  3
  90
  25 x starship size 
  Small
  Drive Musculature, Stardolphin Grade
  1
  60
  2 x starship size
  Large
  Drive Musculature, Starflier Grade
  2
  85
  4 x starship size
  Huge
  Drive Musculature, Harrier Type 
  0.75
  30
  2 x starship size
  Small
  Drive Musculature, Starwhale Grade
  0.50
  90
  18 x starship size
  No maximum
  Harrier Type Drive, Foxtrot Class 
  2
  100
  20 x starship size
  Huge
  Harrier Type Drive, Sierra Class
  1
  250
  25 x starship size
  Gargantuan
  
  seems to shimmer against the stars for a second before 
  vanishing completely! 
  While a Cloaking Device is active, the starship is completely 
  invisible, and benefits from both invisibility and machine 
  invisibility. Tracking attacks made against an invisible starship 
  suffer a -20 penalty as do Perception checks and Computer 
  Use checks to detect the vessel. 
  Each Cloaking Device can only be activated a specific number 
  of times per day indicated by its grade, and each period of 
  invisibility can be sustained for a number of minutes also 
  determined by the grade. When a vessel equipped with 
  a Grade I through Grade IV Cloaking Device attacks, it 
  automatically becomes visible. A vessel equipped with a Grade 
  V Cloaking Device may remain invisible after attacking. The 
  vessel can deactivate its cloak at any time. 
  Grade I through Grade III Cloaking Devices require the ship’s 
  shields to be deactivated prior to becoming invisible, and 
  automatically deactivates if the shields are raised. Grade IV 
  and Grade V Cloaking Devices can function normally while 
  the vessel’s shields are active. 
  Dimension Drive 
  Gargantuan and Colossal starships only
  Similar to a Time Drive, this massive device wraps the 
  starship in a shimmering corona of energy that shunts the 
  vessel into an alternate plane of being. 
  A Dimension Drive allows travel to an alternate dimension 
  of the pilot’s choice. It requires a successful Mysticism 
  check to travel to alternate planes, such as the Astral Plane, 
  an Elemental Plane or other known dimensions. It requires 
  a successful Physical Sciences check to travel to alternate 
  dimensions similar to mainline reality, cross dimensional 
  barriers to other campaign universe, enter ‘structural’ 
  dimensions such as Hyperspace that underpine physical 
  reality, or travel within the Multiverse. There can be crossover 
  between the skills, allowing different paths to the same 
  dimension. Check DCs are set based on the relative danger 
  and complexity of plotting the path and vary from DC 20 (to 
  known, fairly safe dimensions like the Astral Plane) to DC 45 
  or greater for truly obscure or risky destinations. 
  If the check is successful, the vessel jaunts to the chosen 
  destination, appearing somewhere on that plane. If specific 
  destinations within a plane were targeted, the vessel arrives 
  in orbit around that destination. Failure wastes 6d6 hours of 
  failed calculations and computer glitches as a failed course is 
  programmed. The ship does not jaunt on a failure. 
  Dimension Drives require 1d6+3 days to recharge between 
  dimensional jumps. 
  Ergonomic Design 
  The starship is extremely well designed, with intuitive control 
  surfaces and a layout that just…works. Even newcomers to 
  the ship can easily find their way and perform their duties like 
  veterans thanks to an elegant layout. Members of the crew can 
  use Push actions as if they were one level higher than their 
  actual level. 
  Intergalactic Entertainment 
  Streaming
  Requires Grade III or IV FTL Transceiver or Ansible 
  Imagine a streaming entertainment service like Earth’s Netflix 
  or Hulu networks, save that it presents content from every 
  intelligent culture in the galaxy. Some of the programming is 
  transmitted on sensory wavelengths outside human perception, 
  and some of it is likely incomprehensible to humanity, but this 
  device is a great way to keep a crew entertained during long 
  voyages. 
  Manipulators 
  The starship is fitted with dexterous robotic arms, tendrils or 
  low-intensity gravitic tractor beams (or a combination of the 
  above) allowing the crew to manipulate objects in space from 
  the comfort of their control panel. 
  Manipulators function identically to a weapon with the Tractor 
  Beam quality, save they never inflict direct damage and are 
  designed to manipulate cargo, explore or repair spaceborne 
  Cloaking Device
  Shields 
  Raised?
  Invisible After 
  Attack?
  Activations 
  Per Day
  Maximum Cloaked Duration
  Cloaking Device, Grade I (Kite) 
  No
  No
  1x/day
  5 minutes
  Cloaking Device, Grade II (Shrike)
  No
  No
  1x/day
  9 minutes 
  Cloaking Device, Grade III (Swift) 
  No
  No
  1x/day
  13 minutes
  Cloaking Device, Grade IV (Falcon) 
  Yes
  No
  2x/day
  17 minutes
  Cloaking Device, Grade V (Eagle) 
  Yes
  Yes
  3x/day
  20 minutes
  
  objects such as asteroids or satellites, and perform similar 
  utility tasks. Manipulators have an effective range of 2 hexes. 
  Performing skills via Manipulators (such as using the ship’s 
  robotic arm to repair an adjacent satellite) is possible, but 
  difficult, imposing at least a -5 penalty on the check, or more 
  at the game master’s discretion. 
  Manipulators, Loading Beam
  Loading Beam Manipulators take the form of a gravitic tractor 
  beam of cold silver light. While manipulating an object no 
  larger than two size categories smaller than the starship, the 
  Loading Beam Manipulator can be pulsed to teleport that 
  object into the starship. The object must be within 1 hex of the 
  starship to be teleported in this manner. The teleported 
  object appears in a location aboard ship chosen by the 
  operator. Usually this is a cargo hold, but other destinations 
  are possible. For instance, a badly wounded creature can be 
  teleported directly to a medlab, while a dangerous creature 
  could be teleported directly into a brig. Creatures unwilling to 
  be teleported can resist the effect with a WILL Save (DC 15 + 
  the starship’s tier).
  Multiprocessor Node 
  Requires Ship Mind AI Computer System 
  A Multiprocesser Node helps a Ship Mind to multi-task more 
  effectively. A Ship Mind equipped with this subsystem can 
  manifest its Ship Mind Avatar while still functioning as a 
  shipboard computer system, albeit at a reduced level. The 
  Computer System functions as if it had one fewer Node while 
  the SMA is manifested. For example, a trinode Computer 
  System that is manifesting a SMA would be treated as a 
  duonode system while the SMA is active. 
  Nanite Repair System 
  A Nanite Repair System is the ultimate evolution of damage 
  control technology. When a ship’s system fails, or the vessel 
  takes significant damage, legions of microscopic robots rush 
  to repair the damage. The starship gains the ability to heal its 
  mechanical systems as if they were living matter. 
  A Nanite Repair System automatically repairs an amount of 
  Hull Point damage determined by the Nanite Repair System’s 
  grade at the beginning of each Engineering Phase. Higher 
  grade Nanite Repair Systems can repair Malfunctioning and 
  Glitched ship systems. The time required to repair a damaged 
  systems is listed on the chart below. Only a grade V Nanite 
  Repair system can restore Hull Points to a ship at negative HP, 
  but not one that has been destroyed completely. 
  Nanite 
  Repair 
  System
  HP 
  Recovered/
  Eng. Phase
  Restore 
  from 
  Glitched
  Restore from 
  Malfunctioning
  Grade I 
  1 HP/Eng. 
  Phase 
  -
  -
  Grade II
  3 HP/Eng. 
  Phase
  -
  -
  Grade III 
  5 HP/Eng. 
  Phase
  24 hours
  -
  Grade IV 
  10 HP/Eng. 
  Phase
  12 hours
  24 hours
  Grade V
  20 HP/Eng. 
  Phase
  6 hours
  12 hours
  Panache 
  “Panache” is a short-hand term for that bit of unique ship-
  board culture that makes a particular starship stand out from 
  the pack. Panache isn’t a system or module installed into 
  the vessel; instead it’s a collection of memories, legends, 
  traditions and ceremonies unique to one ship and one crew. 
  The nominal 2 BP cost represents time and effort invested in 
  developing this unique cultural touchstone. 
  Game Rules 
  A starship can have one Panache, gaining the option for an 
  additional Panache at 10th, 15th and 20th Tier. No starship 
  may ever have access to more than 4 Panache. Each specific 
  Panache provides a benefit (usually a conditional benefit) to 
  the starship. 
   •  Absolutely Infuriating Captain – If the captain succeeds 
  at the Taunt action against at least 2 different vessels 
  during starship combat, the captain gains a +5 morale 
  bonus on checks to Taunt during the next starship combat 
  encounter. 
   •  Better Part of Valor – If you successfully escape from a 
  starship encounter, the vessel gains a +1 morale bonus on 
  gunnery rolls made from the aft arc; your aft shields (if 
  any) are increased by +10 during the next starship combat 
  encounter. 
   •  Bird of Prey – If you destroy a starship in a combat 
  encounter where you used your Cloaking Device, your 
  vessel gains a +2 hex increase to its speed in your next 
  starship combat encounter. 
   •  Chaff Happy – If the starship is missed at least twice by 
  a Tracking weapon that passes through Chaff during a 
  starship combat encounter, your Chaff is not treated as 
  a limited fire weapon during the next starship combat 
  encounter. 
  
   •  Clean Sweep – If the starship successfully hits every 
  target it aims at during starship combat, it gains a +1 
  morale bonus on gunnery checks in its next starship 
  combat encounter. 
   •  Crossing the Line – If your starship enters the Vast 
  (or otherwise leaves explored and civilized space), the 
  starship gains a +2 morale bonus on all Piloting stunts in 
  the next starship combat encounter. 
   •  Damn the Torpedoes – If you only use forward arc and 
  turret mounted weapons in starship combat, you gain 
  a +1 morale bonus on gunnery rolls in the forward arc, 
  and a +1 hex speed increase in your next starship combat 
  encounter. 
   •  Hard Partiers– If most of the crew wastes at least 
  1d6x100 gp in drunken debauchery and hedonism on a 
  R&R stopover, they gain a +1 luck bonus to AC and TL in 
  their next starship combat encounter. 
   •  Hot Shot Pilot – If you successfully perform at least 3 
  Piloting stunts during a starship combat encounter, you 
  gain a +2 morale bonus on Piloting checks in your next 
  starship combat encounter. 
   •  Keep It Flying! – If you successfully perform at least 3 
  Engineering actions during a starship combat encounter, 
  you gain a +2 morale bonus on Engineering checks in 
  your next starship combat encounter. 
   •  Money Pit – Your ship is constantly leaking funds. If 
  you sacrifice 1d6+1 BP to no meaningful effect when 
  upgrading your ship, you gain 1 Starship Resolve point to 
  be used in your next starship combat encounter. 
   •  Nice Shooting, Kid – If you destroy at least 1 starship 
  with a killshot from  a turret mounted weapon during a 
  starship combat encounter, you gain a +1 morale bonus on 
  attacks from all turret mounted weapons during the next 
  starship combat encounter. 
   •  Shields Up! – If any one quadrant of your ship’s shields 
  are reduced to 0 during a starship combat encounter, when 
  the ship’s engineer uses the Divert action to increase 
  power to shields, shields gain an additional number of 
  shield points equal to 10% rather than 5% of the Power 
  Core’s PCU during the next starship combat encounter. 
   •  Slippery Bastards – If your starship is missed by 
  Tracking weapons at least 5 times during a starship 
  combat encounter, its turn radius is improved by 1 (Turn 
  3 becomes Turn 2, for instance) during the next starship 
  combat encounter. 
   •  Tyrannical Captain – If the captain succeeds at a Demand 
  action at least 5 times during a starship combat encounter, 
  the Captain automatically succeeds at Demand actions 
  during the next starship combat encounter. 
   •  Win When It Counts – If the starship fails at least 5 
  Piloting action checks during a starship combat encounter, 
  they gain a +4 morale bonus on Piloting checks during the 
  next starship combat encounter. 
  Phase Modulator 
  Requires Grade IV or Grade V Cloaking Device 
  Your cloaking device doesn’t just render the ship visually 
  invisible, it shifts your starship a few fractions of a second 
  out of phase with local time. While cloaked, your ship is 
  intangible and can pass through solid matter. The starship 
  cannot pass through intense energy discharges, such as 
  forcefields, other shielded or cloaked vessels, solar flares or 
  suns, nor similar high energy hazards. While cloaked, the 
  starship takes no damage from purely physical sources and 
  only half damage from energy weapons. \
  RO/RO Cargo Doors 
  Dedicated cargo haulers usually have roll on/ roll off capacity, 
  that allows bulkheads (or even the entire prow or stern of 
  the vessel) to slide open to quickly load or offload cargo. A 
  starship with this component can open cavernous doors into 
  and out of their cargo holds and move goods in a fraction of 
  the time of a vessel without this capacity. Only starships of 
  Large size or greater can have this component. 
  Superior Command and Control 
  Requires Carrier Frame, Solar Transceiver communications 
  The vessel is equipped with state of the art radar and 
  telemetry systems that give allied fighter wings a major 
  tactical advantage. All allied Small and Tiny craft gain a 
  +1 competence bonus on gunnery checks as well as a +2 
  competence bonus to their TL when within 30 hexes of 
  the starship. This bonus ceases if the starship is disabled, 
  destroyed or stops transmitting. 
  Time Drives 
  Time travel is extremely dangerous, both to the traveler and 
  to the time-space continuum as a whole. It’s also prohibitively 
  expensive and requires a high-grade Power Core dedicated 
  solely to the enormous power needs of a time jaunt. Typically, 
  only prototype capitol ships of post-scarcity stellar empires 
  are equipped with even the most rudimentary stardrives, 
  as the costs and development time could bankrupt lesser 
  civilizations. 
  
  The Basic Rules of Time Travel 
  Time travel and the availability of Time Drives are almost 
  entirely handled by game master fiat. Allowing time travel in 
  a campaign unleashes a host of messy sci-fi issues, including 
  causality loops and the worst kind of predestination paradoxes. 
  Every time the characters travel time, they are effectively 
  forcing the game master to design an entirely new campaign 
  world only tangentially related to the prior campaign. Time 
  travel allows clever players to circumvent virtually every 
  problem in the campaign – to erase dangerous opponents in 
  their infancy, to venture into the future to steal its secrets and 
  superior technology, or rewrite history itself to suit their ends. 
  Use with caution. 
  That said, if the campaign can handle epic-scale sci-fi and 
  you enjoy the mind-bending possibilities of cross-time 
  adventuring, here are a few basic rules. 
  Meeting Yourself, Temporal 
  Duplication and Other Paradoxes 
  By default, a Time Drive allows its passengers to completely 
  break reality in all sorts of fun ways. Here’s some things you 
  can probably do with a Time Drive, unless the game master 
  explicitly stops you. 
  Effective tactical time travel pretty much gives you 
  omniscience and time to learn every skill in the cosmos. Ever 
  see Groundhog Day? Imagine that in a military sci-fi context. 
  Once you’ve got time travel, resources aren’t a question. All 
  of a sudden you can duplicate anything – the gods themselves, 
  the campaign defining McGuffin, even your Time Drive, 
  campaign-breaking, god-killing artifacts – with one-time 
  jaunt. Need some spare cash? Trade in a temporal duplicate of 
  your starship – after all, you’ve got infinite backup copies. Or 
  just invent and market revolutionary technologies, if Scotty 
  can ‘invent’ transparent aluminum in Star Trek IV, so can your 
  PCs. 
  You can jaunt back 24-48 hours, meet your recent past selves 
  and team up. Jump backwards again and there’s even more of 
  you, all equipped with identical starships, holding identical 
  beliefs and near identical life stories (at least until your future 
  self jumped back to meet you.) All of a sudden, one group 
  of PCs in a starship capable of limited time travel are the 
  admirals of an entire Armada of Past Selves. Got a genuine 
  mad genius on your crew? Take a cue from Rick Sanchez and 
  create a multiverse spanning government of all your alternate 
  versions. (Temporal Duplicates are always considered NPCs 
  who can change in grow in new directions in their new time 
  lines, while the crew that actually travelled through time 
  remains the Player Characters.) 
  Go back in time and kick the ass of your worst nemesis. Your 
  nemesis barely beats you? No problem, you retreat to lick your 
  wounds and rearm for 6 months or so, then you jaunt back 
  about 30 seconds after you left, and resume the battle against 
  your now exhausted enemy. Repeat as necessary. There is not 
  a creature in the campaign, including CR 30 abomination like 
  The Nemesis (Horrors of the Known Galaxy), Izanagi (The 
  Black Bestiary) nor lesser power-house threats like Elizabeth 
  Vose (Secret Soldiers) who can stand up to a multi-pronged 
  cross-time blitzkrieg. 
  Kill Hitler. Then jump back again and kill Hitler again, just 
  because it’s ridiculously satisfying. Then decide to establish a 
  cross-time hunting tour business that goes back and kills Hitler 
  repeatedly, across an infinity of alternate pasts, for fun and 
  profit. 
  Time Drive Grades
  A variety of different Time Drives exist, graded by the 
  temporal distance they allow a traveler to cross. A Dayspan 
  Drive allows a vessel to cross a few standard days, perhaps 
  a few weeks of time. Yearspan Drives allow travel through 
  years or decades. Conversely, a Centuryspan Drive allows the 
  same vessel to cross hundreds or thousands of years of time. 
  Finally, the top-tier Aeonspan Drive allows a traveler to hop 
  across geologic time, crossing hundreds of thousands, perhaps 
  even millions of years in a single jaunt. There is some overlap, 
  of course. Both a Dayspan and a Yearspan Drive could 
  project an equipped starship a month or so into the past. The 
  difference is how much stress the trip puts on the drive. 
  A Flash Back Drive (detailed later) can be fitted to any sized 
  starship. However, all other Time Drives must be fitted 
  on a Gargantuan or larger vessel, due to the sheer bulk of 
  the temporal reactor, field generators and other ultra-tech 
  equipment necessary to breach time itself. 
  Recharge Times 
  It requires at least a day, sometimes several days, for a Time 
  Drive to recharge after a jaunt. During this time it cannot be 
  used. The minimum recharge period of any Time Drive is 
  24 hours. If a Time Drive is used to make a jump near the 
  minimum potential of the Drive, use the minimum recharge 
  period. For example, travelling back a day or less via a 
  Dayspan Drive is considered a minimal use. However, the 
  recharge period is doubled by each rough equal unit near its 
  maximum. For a Dayspan Drive, this would mean that every 
  month or two travelled through time would knock the Drive 
  
  offline for an additional 24 hours of recharge and repair. 
  Where, exactly, these temporal ‘lines’ get drawn is a matter of 
  game master fiat. Just be aware you won’t be able to fire your 
  Time Drive again for at least a day, probably longer, 
  Relative Position 
  All Time Drives fire in conjunction with the ship’s 
  conventional and FTL engines so the ship holds it’s relative 
  position in space during a time jaunt. That means if you 
  are orbiting the 46th Century Earth when you activate your 
  Centuryspan Drive to travel to Earth circa 1,776 CE, you 
  will arrive in orbit above late 18th Century Earth, despite the 
  fact the planet’s position changed radically in the interim. 
  Bypassing this basic safety precaution is suicidal, and a great 
  way to have your starship reappear inside a planet, at the core 
  of a star, or even worse, trapped forever in the void between 
  galactic clusters. 
  The Solar Slingshot Maneuver 
  A desperate stunt uses the massive gravity of a star at least 
  as massive as Earth’s Sun to hurl a Time Drive-equipped 
  vessel farther back than the Drive can under its own power. 
  If you don’t have a main sequence star handy, the event 
  horizon of a black hole works similarly. Effectively, the Time 
  Drive equipped starship uses the star’s immense gravity as a 
  ‘slingshot’ to hyper-accelerate itself into the time stream. 
  Doing so requires a successful DC 30 + 4d6 Piloting check; 
  the Pilot may add half the tier of their starship as an equipment 
  bonus on this check. Success allows your Time Drive to 
  function as if were one grade better: a Yearspan Drive is 
  treated as a Centuryspan Drive for the duration of a single 
  jaunt, for instance. If successful the vessel appears in close 
  orbit around the star at the desired temporal destination. 
  Failure means the crew doesn’t live long enough to realize 
  anything’s gone wrong, as they are atomized by the star’s 
  photosphere.
  The Flash Back Class Time Drive 
  A Flash Back Drive functions differently from other Time 
  Drives. Other Drives physically send the starship into the past 
  (probably creating Temporal Duplicates), while a Flashback 
  Drive converts the equipped starship and all its passengers 
  and crew into electrical data and then sends that ghostly 
  data several seconds backward in time. As a collection of 
  electrical impulses, the minds of the crew are shunted into 
  the immediate past, where they effectively possess and 
  overwrite the consciousness of their past selves. The result is 
  a split-second of insight into the immediate future, a perfect 
  awareness of what the next few choices will bring. 
  Component
  PCU 
  Req.
  BP Cost
  Bullet Drive T-8
  5
  3
  Bullet Drive T-10  
  10
  4
  Bullet Drive T-12 
  15
  5
  Cloaking Device, Grade I (Kite) 
  30
  40
  Cloaking Device, Grade II (Shrike)
  40
  55
  Cloaking Device, Grade III (Swift) 
  60
  70
  Cloaking Device, Grade IV (Falcon) 
  80
  90
  Cloaking Device, Grade V (Eagle) 
  110
  120
  Dimension Drive
  200
  325 or 
  more
  Ergonomic Design
  0
  5x ship 
  size
  Intergalactic Entertainment 
  Streaming
  6
  5
  Manipulators 
  2
  6
  Manipulators, Loading Beam
  14
  20
  Multiprocessor Node 
  15
  10
  Nanite Repair System, Grade I 
  5
  15
  Nanite Repair System, Grade II
  10
  30
  Nanite Repair System, Grade III
  20
  45
  Nanite Repair System, Grade IV
  40
  60
  Nanite Repair System, Grade V
  65
  80 
  Panache (any) 
  0
  2
  Phase Modulator 
  125
  200
  RO/RO Cargo Doors
  2
  2
  Superior Command and Control
  15
  30
  Time Drive, Flash Back (Grade 0) 
  110
  250 or 
  more
  Time Drive, Dayspan (Grade I) 
  150
  400 or 
  more 
  Time Drive, Yearspan (Grade II)
  200
  600 or 
  more
  Time Drive, Century Span (Grade 
  III) 
  300
  750 or 
  more
  Time Drive, Aeon Span (Grade IV)
  450
  1,000 or 
  more
  
  In game terms, the Flash Back Drive reverts the starship and 
  all characters aboard to the exact condition they were in at 
  the beginning of the preceding starship combat round. All 
  characters aboard ‘remember’ everything they experienced 
  prior to the Drive firing. While the characters aboard the 
  starship are free to choose new actions on this ‘run-through’, 
  most creatures outside the starship will confirm their actions 
  and choices as closely as possible to their actions prior to the 
  Drive firing. They may take new actions if the characters on 
  your ship take dramatically different actions based on their 
  foreknowledge, but if the characters on your ship take similar 
  actions, things likely turn out similarly to events before the 
  Flash Back Drive fired. 
  New Expansion Bays 
  Bar 
  Depending on what the owners want, this space can be a 
  relaxing joint where a hardworking spacer can enjoy a few 
  quiet drinks, or a throbbing nightclub fitted with stripper 
  poles and zero-G go-go cages, or anything between. Spacer 
  bars offer a dizzying assortment of intoxicants compatible 
  with most hominid species and even some weirder boozes for 
  non-humanoids. Depending on the captains’ mores and how 
  much trouble the ship wants with local law enforcement, some 
  harder drugs might be on offer, or not. 
  Brig
  This fortified chamber is a difficult to escape cell for the 
  storage of prisoners. Included in the cell are 2-4 cots, a 
  sink, toilet and few other amenities, as well as recessed and 
  protected cameras or other sensors to monitor prisoners 
  remotely. The cell is lockable with high quality locks 
  (Engineering DC 35).  
  A Brig cell can be fitted with transparent (or color-changing) 
  walls allowing an unobstructed view of the captive, as well as 
  more pleasant accommodations or species-specific facilities to 
  serve as a display space for prized captives or the animals in a 
  zoo. 
  Catapult 
  Gargantuan and Colossal ships only, requires Hanger Bay
  An enormous magnetic or pneumatic acceleration launches 
  Tiny fighters from the starship with incredible speed. Each 
  Catapult is built adjacent to a single Hanger Bay. Fighters 
  launched from that specific Hanger Bay double their speed 
  and gain a +4 circumstance bonus on Pilot checks for the first 
  Piloting Phase of combat. 
  Colonization Drop Pod 
  Gargantuan and Colossal ships only 
  Each CDP Expansion Bay is a densely packed cube of 
  machinery and modular components that are inaccessible 
  during flight. However, when in orbit over a planet to 
  be colonized, these pods are ejected to the surface. Once 
  planet-side, these modular pods expand outward into a 
  self-assembling habitat. CDPs can be programmed to form 
  barracks, hangers, foundries, mining and terraforming 
  equipment and other useful facilities to aid in colonization. 
  Cryo-Sleep Chamber 
  By placing passengers in suspended animation for the 
  journey’s duration, you cut down on life support requirements 
  and keep them out of danger during the journey. Each Cryo-
  Sleep Chamber can accommodate up to 12 passengers, who 
  are in a comatose state of stasis that functions much like the 
  temporal stasis spell. The duration of stasis is determined 
  when the creature enters its pod. Awakening a creature 
  early requires a DC 10 Computer Use check; creatures are 
  considered sickened for 1d4 hours after awakening (FORT DC 
  12 negates). While in stasis, creatures do not consume Atmos. 
  Fauna/Flora Replicator 
  Gargantuan and Colossal ships only 
  Using the stored genetic codes of millions of plant, animal and 
  insect species as well as fast-gestation exo-wombs, this facility 
  can mass produce non-sentient life to order. This system can 
  produce food and draft animals for use by colonists, durable, 
  fast growing crops that can be planted in a new world’s soil, 
  or insects and microorganisms to aid in terraforming and 
  agriculture. While in flight, a few food animals at a time can 
  be produced for slaughter to liven up the ordinary shipboard 
  cuisine. 
  Gaming Tables 
  This entertainment option can also be a moneymaker for a 
  starship designed as a gambling yacht. Serving much the same 
  function as a Recreation Suite, gaming tables usually offer a 
  wide variety of low-tech games of chance, but some might 
  include some more exotic, alien gambling options. When this 
  component is chosen choose one of the following options. 
   •  Fair Games – neither the house nor visitors have an 
  advantage on Profession (gambler) checks. Popular with 
  both casual tourists and pro gamblers, for obvious reasons. 
   •  House Advantage – the house gets a +1 competence 
  bonus on Profession (gambler) checks here. Ordinary 
  tourists can’t tell the difference, and pro gamblers don’t 
  
  grumble too much about the house having a minor 
  advantage. They tend to expect this level of unfairness as 
  just the cost of doing business. 
   •  Rigged Games – the house gets a +2 competence bonus 
  on Profession (gambler) checks here. Ordinary tourists 
  tend to avoid these tables after the first time, and pro 
  gamblers can spot a rigged game before they step through 
  the door. Sooner or later, somebody’s gonna pull a blaster 
  out after getting cheated. 
  Hydroponics Bay 
  This climate controlled chamber encourages the growth 
  of plants in highly efficient water gardens. Normally, the 
  Hydroponics Bay can be used to grow ordinary fruits and 
  vegetables, but it can also be repurposed to grow medicinal 
  herbs or other plants (including Glow) or purely as a morale 
  boosting green space for the crew’s enjoyment. 
  Choose one purpose from the following list for each 
  Hydroponic Bay installed. In addition, Hydroponics Bays 
  are natural CO2 scrubbers. Each Hydroponics Bay installed 
  extends emergency life support capabilities by a day. Installing 
  at least one Hydoponics Bay per size category of the starship 
  effectively removes the Atmos Requirement Power Core 
  Modification’s consequences. 
   •  Food Production: The Hydroponics Bay produces fresh 
  fruits and vegetables enough to sustain 5 humanoids per 
  ship size category. 
   •  Glow Production: Produces 2d6 doses of any Glow 
  strain per day. Functions as a Zixa Plant Colony (Heavy 
  Grimorie, Otherverse Games, 2016).
   •  Medicinal Production: Provides a +2 circumstance bonus 
  to all Medicine checks performed aboard ship. 
   •  Morale Booster: Provides a +1 morale bonus on all skill 
  checks performed aboard the vessel.  
  Landing Compression Systems 
  Huge and smaller starships only 
  As the starship comes in for a landing, it folds its wings, 
  retracts flight components and otherwise makes itself smaller. 
  This modification allows a starship to utilize Hanger Bays, 
  Shuttle Bays, docking facilities and other services as if it were 
  one size category smaller, to a minimum of Tiny. 
  Ram Scoop 
  These massive, electromagnetically charged funnels attract 
  stray hydrogen molecules and other trace gases that are present 
  even in the depths of deepest space. A starship equipped with 
  a Ram Scoop effectively negates either or both of the Atmos 
  Requirement or Fuel Hungry Power Core modifications, 
  as it can fuel itself and provide atmosphere from ‘cracked’ 
  molecules indefinitely. Each week of travel produces an 
  additional Period worth of fuel and/or atmos, which be 
  stored, used or traded at a profit. Starship fuel and atmos are 
  considered trade goods. If storage space is not provided, in the 
  form of expansion bays or properly fitted cargo holds, excess 
  fuel and atmos gained in this manner is simply wasted. 
  Refinery 
  Gargantuan and Colossal ships only, requires Ram Scoop 
  Refining ships are truly massive vessels, often stretching for 
  kilometers and capable of processing billions of tons worth 
  of volatiles or valuable ores. A Refinery provides effectively 
  unlimited storage for fuel and atmos gathered by a Ram 
  Scoop. 
  A successful DC 30 Profession (chemical engineer or similar) 
  check made each week of a long voyage allows the crew to 
  refine that week’s Period of fuel and atmos into more valuable 
  trade chemicals worth the check result x 100 credits. Add 
  the ship’s tier as an equipment bonus on the check. A failure 
  wastes that week’s Period with no benefit. 
  Failure by more than 10 points indicates a cataclysmic fire 
  that completely destroys the Refinery. Make a DC 25+1d12 
  Engineering check; success indicates the damage is restricted 
  to the Refinery. Failure on this check indicates that the vessel 
  suffers 4d6 x 10 Hull Points worth of damage in addition to 
  the loss of the Refinery. 
  Performance Chamber 
  A lot of the starships in Heavy Future, let alone other vessels 
  throughout the Multiverse, have some top-quality recording 
  and soundsystems aboard. These full-sensory recording 
  studios can be used to broadcast live performances across the 
  galaxy, or to record hit songs, full holographic video, news and 
  fiction in an infinity of genres. The quality of the performance 
  space provides a +4 bonus on entertainment-related Profession 
  or Perform checks made aboard ship. 
  Ship Womb
  Requires Bio-Mechanical Starship Theme, Huge starship or 
  larger 
  A Ship Womb is a mysterious bio-mechanical chamber that 
  is normally tightly sealed, resembling something much like 
  a massive hanger bay fused with a fleshy, mammalian uterus 
  and an orbital drydock all at once. 
  
  If impregnated by another living starship, which is a complex 
  spatial dance as tethers and cabling bridges the physical gap 
  between the two living vessels as well as an equally precise 
  trade of datapackets and design schema, the Ship Womb will 
  gradually grow a new starship. Gestation can take several 
  months, and living starship only reproduce every few decades, 
  though some captains can coax their vessels to mate more 
  often to shore up forces either prior to a massive space battle 
  or to replace the casualties of one. 
  The resulting starship is typically a Tiny or Small starship 
  of relatively low tier that can operate independently of the 
  ‘mother’ starship immediately after launch/birth. This vessel 
  also has the Bio-Mechanical Starship Theme. Over the next 
  several years (or perhaps even longer), the newborn vessel 
  may naturally grow in size and tier, if it has ready access to 
  exotic fuels, rare-earth minerals and inorganic mass to be used 
  as raw materials. 
  Expansion Bay 
  PCU Req.
  BP Cost
  Bar
  3
  2
  Brig
  8
  4
  Catapult 
  10
  10
  Cryo-Sleep Chamber
  1
  1
  Colonization Drop Pod
  2
  10
  Fauna/Flora Replicator 
  12
  30
  Gaming Tables
  2
  4
  Hydroponics Bay
  2
  2
  Landing Compression System
  4
  2x Ship Size
  Ram Scoop 
  2
  1x Ship Size
  Performance Chamber
  2
  3
  Refinery (6 bays)
  120
  40 
  Ship Womb 
  18
  22
  New Rules for 
  Communications 
  The default Starfinder Roleplaying Game rules handwave 
  how communication works at stellar distances, treating 
  communications in a manner fundamentally similar to lower 
  tech methods like the Pony Express or an intergalactic 
  mail system. This section modernizes the more ‘hard sci-fi’ 
  flavored communications devices from the D20 Future SRD 
  for use with the newer system. Distances are given in real 
  measurements rather than more abstract hexes. However, 
  given the great distances involved, assume that any comms 
  system described here has effectively unlimited range in terms 
  of a starship encounter’s tactical map. 
  Some of these comms devices imply a galactic 
  communications infrastructure, such as signal amplifiers, 
  communications satellites or relays spread throughout the 
  cosmos. Often the most critical of these facilities are built into 
  cosmic facilities like space stations, warp gates, or FTL jump 
  networks. Local communications devices are free standing and 
  handle local comms, while larger devices are regional trunks. 
  Terms
  The speed of light is around 196,000 miles per second, and 
  a light year covers nearly 6 trillion miles of distance. An 
  Astronomical Unit (about 93 million miles) is the distance 
  from Earth to the Sun, which at the speed of light, takes a 
  little over 8 minutes to cross. Messages limited to the speed 
  of light can take hours or days to get a response from within 
  a solar system, and it might take months, weeks or even years 
  for the message to cross interstellar distances. Even planet-to-
  planet communication between neighboring worlds can have 
  an annoying lightspeed delay of several seconds each way that 
  breaks up conversational flow. 
  Ansible 
  Ansibles are ultra-advanced devices that induces precise 
  changes in the energy states of atomic nuclei without regard to 
  distance or time. In effect, by warping physics, ansibles permit 
  interstellar communications – voice, video or data transfer – to 
  any other ship or station equipped with an Ansible. However, 
  much like a radio, the receiving station must be attentive 
  to a particular ‘frequency’, so two anisble-equipped ships 
  or stations must have some prearranged communications 
  protocols. An ansible cannot pick up any ansible transmission 
  not intended for a specific frequency. 
  An ansible can transmit to any point within the same galaxy, 
  and ansible signals have no delay due to distance. 
  Basic Radio Comms
  Basic Radio Comms systems can transmit on multiple 
  frequencies either in line of sight or omni-directional mode. 
  Messages are limited to the speed of light. 
  FTL Transceivers 
  Transceivers capable of transmitting encoded electronic 
  signals faster than light are expensive and bulky components. 
  These devices shunt data signals into the same Hyperspace 
  dimensions that starships travel through, enabling them to 
  
  cross cosmic distances far more swiftly than conventional 
  radio signals. 
  Lower grade FTL Signals require the sending or receiving 
  station to be immobile. If the ship moves while its FTL is in 
  use, the ship’s communications officer must succeed at a DC 
  30 Computer Use check or the signal is lost and cannot be 
  established for 2d6 minutes. FTL Transceivers transmit signals 
  that travel at a rate of roughly 5 light years/hour, with an 
  effective range determined by the Transceiver’s grade. 
  Solar Transceivers are short range FTL communicators perfect 
  for in-system use by military patrol craft, in-system traders 
  and other ships not designed for true galactic travel. Solar 
  Transceivers can transmit messages within their range with 
  absolutely no FTL delay. However, they have a maximum 
  range of about 100 AU, which limits them to use in system. 
  FTL Transceiver
  Usable 
  While in 
  Motion?
  Effective 
  Range
  Minimum 
  Starship 
  Size
  Solar Transceiver
  Yes
  100 AU
  Small
  Grade I Transceiver
  No
  1 Light Year
  Small
  Grade II Transceiver
  No
  5 Light 
  Years
  Large
  Grade III Transceiver 
  Yes
  50 Light 
  Years
  Huge
  Grade IV Transceiver
  Yes
  Unlimited
  Huge
  Tightbeam Laser 
  This beam of coherent light is a unidirectional 
  communications method. Tightbeam lasers are an ultra-
  secure communications method as they cannot be jammed 
  or intercepted, unless it is beamed directly as a hostile ship 
  or station. However, the receiving station’s exact position 
  must be known. This has some hidden drawbacks, a character 
  cannot use the laser for a general distress call to all stations 
  in the area, for example. Tightbeam lasers are limited to the 
  speed of light. 
  Communications 
  Component
  PCU 
  Requirement
  BP Cost
  Ansible 
  55
  60
  Basic Radio Comms
  0
  0
  FTL Transceiver, Solar
  3
  5
  FTL Transceiver, Grade I
  3
  5
  FTL Transceiver, Grade II
  7
  8
  FTL Transceiver, Grade III
  9
  11
  FTL Transceiver, Grade IV
  11
  14
  Tightbeam Laser
  2
  4
  Components from Other Sourcebooks  
  Some of the new items from Technology Unleashed, The 
  Heavy Grimorie and Techno-Magick Unleashed Volume I: 
  Occult-Tech Arsenal can be purchased either as Expansion 
  Bays or as new starship components. Price, number of 
  Expansion Bays required to install, PCU and BP costs are all 
  listed here, along with any additional requirements.
  Techno-Magick Unleashed: Occult-Tech Arsenal 
  Component
  Special Notes
  Expansion 
  Bays
  PCU 
  Requirement
  BP Cost
  Armor Assembly Forge
  -
  2
  25
  32
  Cloning Banks
  Requires Medlab
  1
  30
  72
  Cosmic Loom
  -
  -
  14
  22
  Observatorus Gate (artifact)
  Huge or larger ships only
  2
  135
  250 or more
  Recollect Memory Implanter
  -
  1
  20
  20
  Sanitizing Airlock
  -
  -
  10
  13
  Stasis Pod, Medical
  Requires Medlab
  -
  25
  30
  Stasis Pod, Re-Edu
  Requires Medlab or Brig
  -
  20
  40
  Tacticus (artifact)
  Large or larger ships only
  1
  125
  140 or more
  
  Technology Unleashed 
  Component
  Special Notes
  Expansion 
  Bays
  PCU 
  Requirement
  BP Cost
  3D Printer, any grade
  -
  -
  2
  3
  Adamantine Suspension Cocoon
  Large or larger ships only
  1
  8
  20
  Auto-Doc I
  Requires Medlab
  -
  2
  2
  Auto-Doc II
  Requires Medlab 
  -
  2
  5
  Auto-Doc III
  Requires Medlab
  -
  3
  7
  Auto-Doc Omega
  Requires Medlab
  -
  14
  15
  Auto-Doc Theta
  Requires Medlab
  -
  12
  12
  Auto-Tailor 
  -
  1
  1
  Bio-Cauldron
  -
  1
  2
  Decon Shower
  -
  0
  1
  Exo-Womb or Advanced Exo-Womb
  Requires Medlab
  4
  5
  Fast-Sleep Tube
  -
  -
  1
  5
  Machine Aided Workshop I
  Requires Tech Workshop
  -
  3
  10
  Machine Aided Workshop II
  Requires Tech Workshop
  -
  3
  15
  Machine Aided Workshop III
  Requires Tech Workshop
  -
  5
  20
  Machine Aided Workshop, Occult 
  Requires Synthesis Lab
  -
  5
  10
  Machine Aided Worktable 
  -
  -
  3
  2
  RNA Transcriptor
  -
  -
  6
  11
  Stepping Booth
  -
  1
  22
  60
  The Heavy Grimorie
  Component
  Special Notes
  Expansion 
  Bays
  PCU 
  Requirement
  BP Cost
  Arcade Gate (artifact)
  Requires Recreation Suite (trivid 
  arcade)
  -
  12
  40 or more
  Arcade Magician, Omega Starfighter (arcade)
  Requires Recreation Suite (trivid 
  arcade) and Hanger Bay
  -
  35
  150 or more
  Arcade Magician (any)
  Requires Recreation Suite (trivid 
  arcade)
  -
  5
  23
  Arcade Oracle (artifact)
  Requires Recreation Suite (trivid 
  arcade)
  -
  20
  90 or more
  Arcade Zookeeper (any)
  Requires Recreation Suite (trivid 
  arcade)
  -
  6
  16
  Groove Lamp
  -
  -
  3
  2
  Hookah, Everliving
  -
  -
  5
  6
  Hookah, Sexbong
  -
  -
  3
  5
  Hookah, Starwarper
  -
  -
  6
  8
  Hyperspatial Hypercubes
  -
  -
  12
  17
  Pinball Wizard (any)
  Requires Recreation Suite (trivid 
  arcade)
  =
  10
  20
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Louis Porter Jr/LPJ - Infinite Space - Warp Speed Expanded Starship Creation.pdf