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As the PCs travel from one world to another, they forge fighting all the way. They take charge of planetary defenses, OVERVIEW
alliances among many cultures, put aside the demands of their lead an assassination mission against a vesk general, rescue
home worlds in order to focus on the larger threat, and inspire a vesk defector, and conduct vital diplomacy with potential
other locals to organize. When the PCs encounter Veskarian pact members.
warships, one of them is led by a vesk captain With information gleaned from vesk BUILDING
who becomes a recurring nemesis; the PCs prisoners and the high-ranking defector, STARSHIPS
get a chance to capture this captain in the stage is now set for a counterattack.
a rematch that forms the climax for this Groundwork for this attack involves STARSHIP
phase of the campaign. sneaking into the Veskarium, finding a COMBAT
A New Uniform safe place for counterattacking starships
to gather, and recruiting allies among the
The PCs’ example leads to the creation of a vesk’s myriad subject populations. Finally, STARSHIPS
war council staffed by admirals and generals when the counterattack comes, the PCs
from throughout the system. Some of these split up, each taking command of a starship to
individuals represent planetary military lead the assault. Back home, the Absalom RUNNING
forces, but others are civilian or ad-hoc Pact is being prepared by diplomats STARSHIP
groups—Free Captains and Golden League and politicians, but everyone is holding CAMPAIGNS
families share the table with Stewards and their breath—it will take a victory in the
Hellknights. They elect a chairperson, but Veskarium to convince all the signees to APPENDIXES
that individual has little authority and can’t take this final, drastic step. If your campaign
keep meetings from breaking out into arguments continues after the signing of the Absalom Pact,
or even physical violence. The war council can, the PCs enter the Silent War (Core Rulebook 428).
however, begin to organize a coordinated defense. A small LOST IN THE VAST
system-wide fleet is formed, and the PCs are asked to join.
The tone of the campaign shifts. The PCs are no longer In this campaign, the PCs are far away from the Pact Worlds,
operating independently, striking the Veskarium wherever and critically, they can’t just hop to the nearest Drift beacon.
they can before fleeing. Instead, they’re part of a larger force; Some confluence of events has thrown the crew deep into
when they’re outnumbered, reinforcements appear, and when the unknown, and their challenge is getting back. Perhaps
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cooperate with other captains in small groups of two or three their Drift engines in the process, or maybe sabotage is at
ships, guarding supply convoys, protecting civilian settlements, work, preventing them from making a speedy return. Exactly
and leading counterattacks on Veskarian bases and squadrons. how the PCs’ ship is launched into space is left up to the GM,
Planetside, they assist civilian leaders, train local forces, and but there are two basic variations: in one, the PCs are far
construct physical defenses. from home but they know the path to get back. The journey
But the PCs have made enemies and rivals in the war may take a very long time, and go through inhospitable
council. These political enemies have their own ideas about environments, but it’s predictable. In the other version of
how to stop the Veskarium, and they see the PCs as the chief this campaign, faster-than-light travel is essentially random;
obstacle to these plans. When a major Veskarium operation every time the PCs flip the switch on their Drift engine, their
forces everyone to retreat towards Aballon, these political destination is completely unpredictable. Every session has a
enemies assign the PCs to be rear guard. It’s a suicide mission, one-in-a-million shot of returning the PCs home.
buying time for the allied navies to fall back and regroup. The Notably, this campaign doesn’t require a central antagonist
PCs, however, are more resourceful than anyone expects, and and could easily focus on the PCs’ survival and exploration;
captains they’ve befriended arrive to help. Eventually the PCs indeed, if the PCs are constantly on the move, they’ll leave
are cut off and thought dead, but if they can triumph in battle behind any enemies that are not physically on the ship
against the Veskarian flagship, they can return as heroes to with them. The episodic nature of the campaign lends itself
the allied fleet. to short-term challenges that build up to an overarching
Forging the Pact struggle to survive. Maintaining the ship and crew,
scavenging for resources, and contacting indigenous species
The PCs’ political enemies have been exposed or persuaded both friend and foe allow for a host of novel encounters that
by the PCs’ success. They recant their opposition and join the the party might face on their odyssey. Of course, you can
cause of the PCs, who are now leaders in the war. Their new still introduce an antagonist if that adds to your story, but
flagship is equipped with technology from throughout the star the central conflict of the campaign is between the PCs and
system: it has Akitonian armor, Aballonian engines, psychic their environment.
shields from Castrovel, and a cutting-edge Barathu sensor Accidents Happen
package. People are talking about a pact to kick the invaders
out and take the fight to the Veskarium. The PCs lead the allied Begin the campaign on a familiar world or space station. The
fleet from Aballon back through the worlds of the system, Pact Worlds provide a stark contrast for the isolation that the
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party will experience later on, and this also allows characters PCs are working with limited, dwindling supplies and will be
to become familiar with each other and important NPCs before eager to explore nearby areas for resources.
their primary focus turns to survival. At the same time, use
odd happenings around the ship to foreshadow future events. At lower levels, NPCs aboard the ship can be both a blessing
Tools might go missing, the PCs might experience déjà vu and a burden to the party. Their skills could be the only thing
or black out for periods of time, or they may hear voices in keeping the crew from oblivion, but these same NPCs could
strange languages echoing from far away. When the event have goals that conflict with those of the PCs. These NPCs may
that maroons the PCs in distant space finally does occur, these be the only company the PCs have for some time, so they’re an
details will fuel speculation and aid their investigations into excellent source for interpersonal plotlines. Alternatively, there
what happened. could be no additional crew; a PC-only crew develops closer
ties as they rely on each other and deal with relative isolation.
After the PCs get lost, a host of immediate dangers need to These campaigns focus more on adventure and exploration than
be addressed. Dramatic skill checks will be needed to keep the interpersonal dramas.
ship’s atmosphere from venting, maintain life support, treat
serious injuries, and evade immediate threats. By this point, the As the PCs conclude this chapter, they dodge immediate
dangers and stabilize the ship, restoring basic life support
and navigation systems. They are now able to pick a general
direction and begin limping toward home or a habitable
location. And even if they don’t fully understand what threw
them off course, they have enough information to begin
an investigation.
Just Another Day in the Vast
Mid-level PCs have the experience necessary to face the
bizarre and unknown elements beyond the ship. Anything the
crew encounters in these remote places should be completely
unfamiliar, so let your creativity run rampant. Nothing is too
strange for the depths of space!
When initial supplies run low, the PCs scout planets,
asteroids, and salvageable wrecks to harvest and process
20359934 suitable materials—but these strange otherworldly devices
and substances may have side effects on the ship and crew.
These missions offer unique, unusual environments and
mini-plots as the PCs negotiate harsh terrain, bizarre flora and
fauna, and unknown and mysterious civilizations.
This could be the first contact the denizens of these
isolated places have had with citizens of the Pact Worlds—
although it’s also intriguing if inhabitants of the Pact Worlds
have made contact in the distant past. These societies may
be fascinating allies, or they may want to imprison and
subjugate the crew. Whether these cultures are a small
collective or a vast technological empire, they present a host
of intriguing story opportunities for you and your players
to explore.
Stories at this level also begin to illuminate the factors that
caused the PCs to become lost, enabling the heroes to develop
a plan that deals with their situation—though they may not
have the power to enact that plan just yet. The PCs acquire
this information directly through their travels and interactions
with other creatures, as well as through long-term investigation
that confirms their growing suspicions. Ultimately, the
PCs figure out how to save themselves: discovering how to
cross a vast distance far faster than they first thought or
repairing their Drift engine so that it no longer sends them to
random destinations.
Time Runs Short
By the time the campaign is entering its final chapters, you can
leverage the high-level PCs’ newfound abilities to reveal the
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information they’ll need to get home. These high-level abilities the PCs or even attack them directly. The PCs might have OVERVIEW
also enable the party to tie up loose ends and capitalize on to fight some of these groups, but others can be won over,
clues spread throughout the campaign to discover the means becoming allies and potentially enabling the PCs to start their
to their return—but the heroes must act quickly. Perhaps there own fleet.
is a rapidly closing portal that they need to reach to get home, Repel Boarders BUILDING
or an artifact of great power that a previous contact also STARSHIPS
wants to acquire. Before the PCs earn a seat on the Pirate Council, their
This campaign offers a chance to do something unusual: reputation as skilled pirates draws the attention of an STARSHIP
finish out the story with a series of high-stakes skill checks organization that opposes piracy and seeks to crush them. COMBAT
instead of a brawl. Take note of each PC’s abilities and include This organization could be the Hellknights, the Stewards, or a
everyone by layering party challenges on top of each other. splinter sect of AbadarCorp that takes a more proactive anti-
Not only does this give every character a time to shine, but it piracy approach than the church normally does; evil PCs may STARSHIPS
builds tension, with every failed check impacting the others. even be opposed by the Knights of Golarion. Regardless, the
A race against time tests the pilot, while an envoy rallies the group is led by a former Abadaran priest who takes a brutal
NPCs and alien contacts the party has made along the way. approach to fighting piracy; this leader doesn’t confront the RUNNING
Perhaps a cast of old enemies return at the last moment; with PCs in person, but instead safely directs their forces from a STARSHIP
the ship careening to its destination, there’s no time for a massive flagship. CAMPAIGNS
lengthy fight, but someone has to hop on the guns to buy time. While the PCs are tangling with these new foes, they
The party is sufficiently powerful that you can introduce time, hear news of a legendary ship captained by one of the first APPENDIXES
space, and divinity as story elements without worrying if the pirates to return to the spaceways after the Gap. Rumor has
PCs are up to the challenge. By layering multiple challenges it that this ship, long thought lost in the Drift, has emerged
into the same encounter, the final moments of the campaign somewhere in the Vast. If the PCs could claim this ship for
become a truly epic conclusion, not focused on winning a fight their own, the council seat would be as good as theirs. Finding
but just escaping the story alive. the ship won’t be easy, though, especially with their myriad
RED STARS AT NIGHT foes hot on their trail. This section of the campaign concludes
with a battle over the lost ship; alternatively, the PCs may beat
This campaign opens when the PCs are contacted (individually their enemies quickly only to find that the ship, though long
or as a group) by a member of the Pirate Council. All the PCs adrift, is far from empty.
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for example, or favored crew members. The pirate lord Broken Rock Under Siege
intends to step down from the Pirate Council but wants to With the recapture of a famous pirate ship, the PCs feel that
ensure the seat is in capable hands, so they’re taking the they’ve earned their seat on the Pirate Council—but trouble is
unusual step of allowing several groups to audition for the brewing. On their way back to the Pact Worlds, they receive
seat. This pirate lord could be Ceris Hightower, the Council’s an urgent message from an ally: Broken Rock is blockaded by
longest-serving member, or it could be another pirate lord, the enemy organization’s armada, and several of the pirate
seeking to check Hightower’s influence. The PCs are one lords, including their patron, have been captured! As Broken
of several groups who have been selected to compete for Rock’s location is a closely guarded secret, there must be a
this honor, and each group is outfitted with a ship and some traitor among the pirates. This could be a defeated rival of the
starting funds. The PCs must distinguish themselves as PCs, or even another pirate lord.
pirates and fend off their rivals in order to prove themselves To learn where the pirate lords have been taken, the PCs
worthy of the Pirate Council! must track down the traitor and pull the information out of
Raise the Skull and Crossbones them somehow—or at least find out where or from whom that
information can be learned. Either before or after they’ve
The PCs have little time to celebrate their initial recognition. If gained Broken Rock’s location, the PCs then must infiltrate the
they want to get a jump on the other contenders, they need to planet—a prison world such as Daegox 4 in Near Space serves
build up their reputations as pirates. This involves a great deal nicely—and free the pirate lords before the complex’s defenses
of starship combat, but you can use the boarding rules (page mobilize against them. With the pirate lords rescued, the PCs
40) so that the PCs can plunder a ship for treasure rather can at last return to Broken Rock, mobilize their own armada,
than blowing it up. The PCs then need to be careful during and make a stand against the enemy fleet. It will likely be a
starship combat lest they destroy valuable cargo. Depending long, tough fight that might require just as much brains as
on the PCs’ inclinations, they could use their piracy to help the brawn, but once the bulk of the enemy ships are defeated,
oppressed and downtrodden from any given place—literally the PCs can board the enemy flagship and face the priest
stealing from the rich and giving to the poor—or they could be of Abadar.
out for personal gain. This campaign concludes when the PCs’ benefactor steps
While the PCs attempt to build their fortunes, however, down and grants the PCs their seat on the Pirate Council—
their rivals are not sitting idle. Other pirate groups, each with but this also provides the opportunity for more high-level
their own leaders, goals, and histories, attempt to sabotage adventure, as the PCs are now pirate lords!
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APPENDIXES 5 UC Librama 93
5 Vanguard Regnant AP9 Cover
5 Velstrac Corvette
6 Dashadz Wayfarer AA2 129
6 Excoriation Combine Jezail 94
APPENDIX 1: STARSHIPS BY TIER Idaran Thunderbolt AP14 Cover
6 Klokworx Prism 95
The following list compiles starships published to date by 6 Sledge-Class Boarding Vessel AP4 Cover
their tier. Many appear in Starfinder Adventure Path volumes, 6
NS 116
abbreviated “AP” followed by their volume number (e.g., AP1 6 Sun Diver AP15 Cover
6 Tetrad Caravel AA 123
Cover indicates the starship appears on the inside front cover 6 UC Bloom AP20 50
of Starfinder Adventure Path #1: Incident on Absalom Station). 6 UC Rhizome AP20 51
Starships with only a page reference appear in this book, and 6 UIE Hiveguard SCR 313
7 ATech Bulwark (modified) AP5 Cover
those labeled “SCR” appear in the Starfinder Core Rulebook. 7 Barrow Spectre AP6 51
20359936 Tier Starship Source 7 Idaran Peregrinasi 96
7 Reptoid Nest Platform AP27 53
1/4 Klokworx Drone AP7 49 7 Roselight Oracle AP28 Cover
1/4 Ringworks Wanderer SCR 310 7 SDF D-127 Defensive Carrier AP21 Cover
1/4 Terminator Star Drake PW 160 7 SSC Vaultship
1/3 Barrow Boneshard AP6 50 7 Terminator Slingshot NS 119
1/3 CompEnt AEV PW 154 7 Vindicas Punisher 97
1/3 Idaran Voidrunner SCR 308 8 Antumbra Overseer
1/3 Inheritorworks Truestrike 8 ATech Resolute NS 122
1/3 UIE Petaltail 80 8 Barrow Catacomb AP11 Cover
1/2 Death’s Head Necroglider 81 8 CompEnt Group Defense Frigate
1/2 KC K-51 Sky Fisher SCR 306 8 Inheritorworks Shieldcraft 98
1/2 Norikama Defrex 82 8 Norikama Dropship AP6 52
1/2 Reptoid Chameleon 83 8 Pyre Woebringer PW 154
1/2 UC Pod AP27 52 8 Sov-El Korinath PW 159
1 Gray Watcher Pod PW 162 8 UC Liana SCR 315
1 Infernex Burning Nail AP27 50 8 Vanguard Sanctum AP16 Cover
1 Kevolari Venture PW 156 9 BMC Predator
1 Nebulor Skymedic SCR 311 9 Death’s Head Charon 99
1 Raxilite Doon 84 9 Gray Research Vessel AP20 51
1 Redshift Revolution X-62 AP20 49 9 Hivonyx Titan Hauler AP7 51
1 Sovereign Harrier 85 9 Inheritorworks Crusader NS 120
1 Starhive Drone Mk III AP7 50 9 Sanjaval Redsun
2 AAC Dyad SCR 312 9 SDF Rampart 100
2 Barrow Dirgesinger 86 9 Sovereign Sumpter AP27 51
2 BMC Mauler AP6 50 9 Velstrac Tormentor SCR 313
2 Infernex Unshakable SCR 314 10 ATech Immortal AP29 Cover
2 Inheritorworks Brightsword 87 10 Barrow Reaper
2 Sword-Class Attack Vessel PW 158 10 Brevak Vermelance 101
2 Thaumtech Cairncarver NS 116 10 Dashadz Griffon AP22 Cover
2 Vanguard Voidsweeper AP2 Cover 10 Excoriation Combine Alcazar
3 Aurora Yellow Dwarf AP7 Cover 10 Suskillon Aurora AP7 52
3 Idaran Keris AP13 Cover 10 UC Arkship AP12 Cover
3 Multifold G7 Autohauler 88 10 UC Gardenship
3 Redshift Pleasure Sail 89 11 BMC Dmolangari SCR 311
3 Reptoid Changeling PW 161 11 EP Stalwart AP6 52
3 Sanjaval Vagabond AP27 52 11 Infernex Justiciar
3 SC Farseer AP1 Cover 11 Multifold Seedship 102
3 Terminus Wild NS 118 11 Opulos Drift Cruiser 103
3 Vanguard Comet AP19 Cover 11 Reptoid Instigator AP18 Cover
3 Vanguard Parapet AP7 50 12 Barrow Eulogy AP23 Cover
4 Gray Monitor Capsule AP8 Cover 12 Idaran Millennia PW 162
4 Hivonyx Ambassador AP27 Cover 12 Inheritorworks Javelin PW 163
4 Idaran Vanserai 90 12 Raxilite Gowan 104
4 Nebulor Outfitters Starhopper SCR 309 12 Vanguard Exsanguinator AP24 Cover
4 Norikama Reliant AP3 Cover 12 Vindicas Enforcer 105
4 Protector Accord NS 120 13 Dominion Seeder PW 155
4 UC Gleaner AP17 Cover 13 Gray Mothership PW 161
4 Ulrikka RC-HPR AP20 50 13 Idaran Saga AP27 53
5 Barrow Reliquary 91 13 Infernex Interdictus AP6 52
5 Blackwind Sepulcher AP6 50 13 Klokworx Nexus SCR 309
5 Gray Collection Saucer SCR 307 13 SC Metropolis 106
5 Opulos Opulence AP27 50 13 Star-Nambulance Void-Eater AP20 52
5 Ringworks Sentinel 92 14 AAC Hoardmaster 107
5 Sanjaval Palanquin AP10 Cover 14 BMC Devastator NS 122
5 Sovereign Monitor AP25 Cover 14 Naginata-Class Attack Vessel AA2 113
5 Suskillon Whip AP7 51 14 Thaumtech Omenbringer AP27 51
5 Steward Banshee FA Frigate AP20 Cover 108
AP26 Cover PW 156
AP7 53
NS 119
109
110
111
NS 117
SCR 307
152 APPENDIXES
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15 Norikama Valkyrie 112 fortified hull 21
15 Raxilite Crown Canopy AP20 53 gravity fields (hazard) 136 OVERVIEW
15 Starhive Vespiar 113 gravity well (starship weapon special property) 14
16 Barrow Cenotaph AP6 53 hacking (starship weapon special property) 14
16 Infernex Keep Diabolical PW 157 harrying shot (crew action) 56
16 Inheritorworks Cathedralship PW 159 hazards 134–137
16 KC Golarion-Class Battleship 114 Helldrive 11 BUILDING
16 Ringworks Specter 115 holographic mantle 27 STARSHIPS
16 Vindicas Tyrant SCR 315 horacalcum 22–23
17 CompEnt Those Who Are 116 hull ruptures 50
17 Ringworks Peacebringer 117 insidious electronics (crew action) 15 STARSHIP
18 Inheritorworks Redeemer 118 interstellar drives 9–11 COMBAT
18 Pyre Spike Station 119 intimidating (starship weapon special property) 14
18 Sovereign Vindicator AP7 53 inubrix 23
19 Citadel Zirval 120 lay mines (crew action) 15
19 Merciless Blade NS 121 lead boarding party (crew action) 41 STARSHIPS
19 Sovereign Dominator 121 manufacturer perks 68–77
20 Blackwind Annihilator AP6 Cover melee weapons 12
20 Conqueror of Worlds NS 123 mine (starship weapon special property) 14 RUNNING
20 Driftmaven 122 mystical (starship weapon special property) 15 STARSHIP
20 Shalar 123 nav-scram (starship weapon special property) 15 CAMPAIGNS
negotiate obstruction (crew action) 46
network node 36–37
APPENDIX 2: RULES OPTIONS noqual 23
numbing (starship weapon special property) 15 APPENDIXES
The following list indexes all of the rules options found in this
orbital (starship weapon special property) 15
book, including new crew actions. orbital drops 48–49
outmaneuver (crew action) 46
PAGE outspeed (crew action) 46
RULES OPTION 20 planar aperture drive 11
ablative armor
abysium 22 pod (starship weapon special property) 16
15 power core breaches 51
activate ECM module (crew action) 22 powersap 29
adamantine alloy
algal shielding 27 radiation (hazard) 136
13 rail (starship weapon special property) 16
anchoring (starship weapon special property) 9 ramming (starship weapon special property) 16
archon drive
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asteroids and debris (hazard) 134–135 rapid jam (crew action) 15
27 recall beacon (action) 15
autodestruct system 56 reconfiguration system 27
auto-flight module
automated (starship weapon special property) 13 recycling system (expansion bay) 37
36 restricted (property) 17
base ship (frame) 40–41 robotic appendage 29
boarding
buster (starship weapon special property) 13 root system 29
9 security systems 27
chaos sail 44–47 shadow engine 11
chases
colony ship framework 27–28 siccatite 23
consciousness uplink drive 28 smart (starship weapon special property) 17
10 space hazards 134–137
constellation orrery 46 space station framework 29–30
covering fire (crew action)
create obstacle (crew action) 46 special materials 22–23
15, 41, 42–43, 46, 56 spinal mount weapons 12
crew actions 48 squadron combat 54–57
crew locations
critical effects 42–43 starship chases 44–47
135–136 starship combat scale 51
damaging zones (hazard) 56 starship weapon special properties 12–17
data link
deflector shields 20–21 starship weapons 12–19
15 starship weapons, new 18–19
deploy drone (crew action) 13 starships in atmosphere 52–53
deployed (starship weapon special property)
djezet 22 starship-scale creatures, building 126–129
37 starship-scale creatures, new 130–133
Drift booster (expansion bay) 137 subdue boarding party (crew action) 41
Drift phenomena (hazard)
electronic countermeasure modules 12 supercolossal starships 36–37
10 swift kick (crew action) 56
elemental engine 27 teleportation (starship weapon special property) 17
emergency accelerator
environmental cover (crew action) 46 training interface module 30–34
46 transposition (starship weapon special property) 17
evaluate weakness (crew action) 24–27 ultranought (frame) 36
expansion bays
first drive 10 unification matrix 57
56 upgrading weapons 17
focus-fire algorithm 10 virtual intelligence 34–35
fold gates
force field (starship weapon special property) 14 weapon special properties 12–17
APPENDIXES 153
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STARSHIP NAME TIER STARSHIP SHEET
PORT FORWARD SHIELDS TOTAL PILOT ARMOR SIZE MISC
ARC RANKS BONUS MOD MOD
FORWARD
MAKE AND MODEL ARC AC =10+ ++ +
TOTAL PILOT COUNTER- SIZE MISC
RANKS MEASURES MOD MOD
SIZE FRAME TL =10+ ++ +
TOTAL CURRENT
HULL
POINTS
SPEED
MANEUVERABILITY PORT SHIELDS STARBOARD STARBOARD SHIELDS DAMAGE CRITICAL
ARC THRESHOLD THRESHOLD
SHIELD TOTAL
DRIFT RATING
AFT MODIFIERS
ARC
WEAPONS WEAPONS
(FORWARD) AFT SHIELDS (TURRET)
WEAPONS
WEAPONS WEAPONS
(PORT) (AFT) (STARBOARD)
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CREW NOTES
CAPTAIN
ENGINEERS
GUNNERS
PILOT
SCIENCE OFFICERS
POWER CORE SYSTEMS EXPANSION BAYS CARGO/PASSENGERS
DRIFT ENGINE
CRITICAL DAMAGE
LIFE SUPPORT (1–10)
GLITCHING MALFUNCTIONING WRECKED
WRECKED
SENSORS (11–30) GLITCHING MALFUNCTIONING WRECKED
WRECKED
GLITCHING MALFUNCTIONING WRECKED FORWARD FORWARD FORWARD
(1) (1) (1)
WEAPONS ARRAY (31–60)
ENGINES (61–80) PORT STARBOARD PORT STARBOARD PORT STARBOARD
(4) (2) (4) (2) (4) (2)
GLITCHING MALFUNCTIONING AFT AFT AFT
(3) (3) (3)
POWER CORE (81–00)
GLITCHING MALFUNCTIONING
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SQUADRON NAME SQUADRON GROUP TRACKING SHEET
SQUADRON TIER
ROSTER BASE FRAME TIER CREW
STARSHIP SQUADRON NAME
ROSTER SQUADRON TIER
STARSHIP
BASE FRAME TIER CREW
HSEQAUDAQDURAORNTESRYSSTEMS
HQ NAME CREW QUARTERS EXPANSION BAYS CARGO AND PASSENGERS
HHFEREAAAMDDEQQUUAARSRITZETERESRSDRIFT RATING
HQ NAME CREW QUARTERS EXPANSION BAYS CARGO AND PASSENGERS
FRAME SIZE DRIFT RATING 4431656
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ARMADA NAME
ARMADA TIER ARMADA BP FLAGSHIP
ROSTER SIZE CLASS TIER BP COSAT RMADAOGFFRICEORSUP TRACKSPINECGIALSABHILEITEIEST
FLEET ARMADA NAME
ARMADA TIER ARMADA BP FLAGSHIP
ROSTER SIZE CLASS TIER BP COST OFFICERS SPECIAL ABILITIES
FLEET
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FLEET ARMADA FLEET SHEETS NAME OFFICER BONUS
FLEET NAME NAME OFFICER BONUS
ADMIRAL NAME OFFICER BONUS
NAME OFFICER BONUS
FLEET SIZE CHIEF CASTER NAME OFFICER BONUS
FLEET CLASS CHIEF ENGINEER
TIER CHIEF TECHNICIAN
BP COST COMMANDER
ACTIONS
FLEET CHECK MODIFIER SPECIAL ABILITIES
ATTACK TOTAL = FLEET CHECK MODIFIER + TECHNICIAN BONUS
RANGE TOTAL DAMAGE ADMIRAL BONUS
MORALE = FLEET CHECK MODIFIER +
SPEED TOTAL MANEUVERABILITY
PILOTING TOTAL = FLEET CHECK MODIFIER + COMMANDER BONUS
DEFENSE
= 10 + FLEET CHECK MODIFIER + CASTER BONUS
AC
STRONG WEAK TOTAL HULL POINTS
CRITICAL ENGINES DAMAGE (3) CURRENT HULL POINTS
THRESHOLD SHIELDS DAMAGE (4) TOTAL SHIELD POINTS
AUXILLIARY SYSTEMS DAMAGE (1)
COMMUNICATIONS DAMAGE (2) WEAPONS DAMAGE (5) CURRENT SHIELD POINTS
FLEET 4431657
20359940 ADMIRAL NAME OFFICER BONUS
FLEET NAME
FLEET SIZE CHIEF CASTER NAME OFFICER BONUS
FLEET CLASS CHIEF ENGINEER NAME OFFICER BONUS
CHIEF TECHNICIAN NAME OFFICER BONUS
TIER NAME OFFICER BONUS
BP COST COMMANDER
ACTIONS
FLEET CHECK MODIFIER SPECIAL ABILITIES
ATTACK TOTAL = FLEET CHECK MODIFIER + TECHNICIAN BONUS
RANGE TOTAL DAMAGE ADMIRAL BONUS
MORALE = FLEET CHECK MODIFIER +
SPEED TOTAL MANEUVERABILITY CASTER BONUS
PILOTING TOTAL = FLEET CHECK MODIFIER + COMMANDER BONUS
DEFENSE
= 10 + FLEET CHECK MODIFIER +
AC
STRONG WEAK TOTAL HULL POINTS
CRITICAL ENGINES DAMAGE (3) CURRENT HULL POINTS
THRESHOLD SHIELDS DAMAGE (4) TOTAL SHIELD POINTS
AUXILLIARY SYSTEMS DAMAGE (1)
COMMUNICATIONS DAMAGE (2) WEAPONS DAMAGE (5) CURRENT SHIELD POINTS
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GM STARSHIP TRACKING SHEET
STARSHIP NAME TIER SIZE FRAME
TURRET WEAPON RANGE DAMAGE
AC TOTAL G M W SPECIAL RANGE DAMAGE
TL HULL POINTS FORWARD WEAPONS RANGE DAMAGE TURRET WEAPON
SPEED CURRENT
DRIFT HULL POINTS SPECIAL SPECIAL
RATING DAMAGE TURRET WEAPON
THRESHOLD RANGE DAMAGE
CRITICAL
THRESHOLD
MANEUVERABILITY SPECIAL
G M W SPECIAL FORWARD G M W SPECIAL
PORT WEAPONS RANGE DAMAGE SHIELDS STARBOARD WEAPONS RANGE DAMAGE
PORT STARBOARD
SHIELDS SHIELDS
AFT
SHIELDS
CRITICAL DAMAGE G M W CREW
AFT WEAPONS RANGE DAMAGE CAPTAIN
LIFE SUPPORT G M W SPECIAL ENGINEER
( 1–10) W GUNNER
PILOT
SENSORS GM SCIENCE OFFICERS
( 11–30) MODIFIERS
WEAPONS (31–60) G MW
G MW
ENGINES
( 61–80)
POWER CORE
( 81–00)
20359941 TIER SIZE FRAME
STARSHIP NAME
TURRET WEAPON RANGE DAMAGE
AC TOTAL G M W SPECIAL RANGE DAMAGE
TL HULL POINTS FORWARD WEAPONS RANGE DAMAGE TURRET WEAPON
SPEED CURRENT
DRIFT HULL POINTS SPECIAL SPECIAL
RATING DAMAGE TURRET WEAPON
THRESHOLD RANGE DAMAGE
CRITICAL
THRESHOLD
MANEUVERABILITY SPECIAL
G M W SPECIAL FORWARD G M W SPECIAL
PORT WEAPONS RANGE DAMAGE SHIELDS STARBOARD WEAPONS RANGE DAMAGE
PORT STARBOARD
SHIELDS SHIELDS
AFT
SHIELDS
CRITICAL DAMAGE G M W CREW
AFT WEAPONS RANGE DAMAGE CAPTAIN
LIFE SUPPORT G M W SPECIAL ENGINEER
( 1–10) W GUNNER
PILOT
SENSORS GM SCIENCE OFFICERS
( 11–30) MODIFIERS
WEAPONS (31–60)
ENGINES G MW
( 61–80) G MW
POWER CORE
( 81–00)
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Game Content originally distributed under any version of this License.
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WORLDS OF POSSIBILITY!
NEAR SPACE
DISCOVER THE MARVELS OF NEAR SPACE IN THIS EXPANSIVE 160-PAGE HARDCOVER CAMPAIGN SETTING
FOR THE STARFINDER ROLEPLAYING GAME! THE BOOK CONTAINS DETAILED GAZETTEERS OF THE WORLDS
OF THE VESKARIUM, THE INTERSTELLAR EMPIRE FOUNDED BY THE WARLIKE VESK, AS WELL AS SURVEYS
OF ADDITIONAL NEAR SPACE PLANETS. WITH NEW STARSHIPS, THEMES, ARCHETYPES, EQUIPMENT, SPELLS,
AND ALTERNATE RACIAL TRAITS FOR PLAYABLE NEAR SPACE RACES, STARFINDER NEAR SPACE REVEALS
MORE OF THE GALAXY’S MYSTERIES FOR THRILLING SCIENCE FANTASY ADVENTURE!
AVAILABLE NOW!
© 2020 Paizo Inc. Paizo, the Paizo golem logo, Starfinder, and the Starfinder logo are registered trademarks of Paizo paizo.com/starfinder
Inc.; Starfinder Flip-Mat, Starfinder Pawns, and Starfinder Roleplaying Game are trademarks of Paizo Inc.
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CHARACTER
OPERATIONS MANUAL
UPGRADE YOUR SCIENCE FANTASY HEROES LIKE NEVER BEFORE! EXPLORE THE BOUNDS OF FUTURISTIC
ROLEPLAYING WITH THREE BRAND-NEW CHARACTER CLASSES FORGED IN A WORLDWIDE PLAYTEST—THE
BIOHACKER, THE VANGUARD, AND THE WITCHWARPER—OR ADD DEPTH TO YOUR SPACEFARING ADVENTURES
WITH EXPANDED RULES AND NEW OPTIONS FOR EXISTING RACES AND CLASSES, AS WELL AS NEW THEMES
AND ARCHETYPES, FEATS, EQUIPMENT, SPELLS, AND MORE!
AVAILABLE NOW!
© 2020, Paizo Inc. Paizo, the Paizo golem logo, Starfinder, and the Starfinder logo are registered trademarks of paizo.com/starfinder
Paizo Inc.; Starfinder Flip-Mat, Starfinder Pawns, and Starfinder Roleplaying Game are trademarks of Paizo Inc.
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BLAST OFF!
Your odds of surviving the galaxy’s threats are only
as good as your starship. The Starship Operations
Manual powers up your starship with exciting new options:
D New armaments like plasma mines, ramming prows,
orbital lasers, and electronic countermeasures.
D Alternate armor and starship systems like deflector
shields, virtual intelligences, and holographic mantles.
D Ways for your PCs to pilot a squadron of starships—
or direct massive armadas as commanding officers.
D Details for dozens of starship manufacturers and
stats for the most influential starship designs.
D Advice and tools for GMs building starship campaigns!
paizo.com/starfinder
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