Starfinder SRD >Equipment >

Vehicles

Vehicles range from simple personal transports to massive airships and sea vessels. Starships are handled differently from vehicles. Statistics for specific vehicles are detailed below.

A vehicle stat block contains the following entries.

Name and Level: These list the vehicle’s name and item level.

Price: This entry lists the vehicle’s price in credits. The availability of some vehicles might be restricted, and a player must ask the GM what is available for purchase.

Size and Vehicle Type: This entry lists the vehicle’s size and whether the vehicle is built for land, water, atmospheric flight, or a combination thereof, followed by its dimensions.

Speed: The speed entry first lists the vehicle’s drive speed, followed by its full speed, and concludes with its speed in miles per hour for overland movement over the terrain type for which the vehicle was designed. If the speed entry doesn’t list a movement type, the vehicle can move only on the ground. If the speed entry lists only swim, the vehicle must move underwater, and if the speed entry lists only fly, the vehicle must fly (though most flying vehicles can also move on the ground). Some vehicles have hover speeds, which means they can move overland and over water but not underwater.

EAC and KAC: These entries indicate the Energy Armor Class and Kinetic Armor Class for the vehicle.

Cover: This entry indicates the type of cover the vehicle gives its pilot and passengers. This might vary based on circumstances—a passenger hanging out of a window to fire a weapon doesn’t get the full benefit of the vehicle’s cover.

HP: This entry lists the vehicle’s Hit Points. If the vehicle is reduced to or below the number of HP listed in parentheses, it’s broken. While broken, the vehicle takes a –2 penalty to its AC and collision DC, its Piloting modifier decreases by 2, and its full speed and mph speed are halved. If a vehicle is reduced to 0 HP, it’s wrecked. A wrecked vehicle can’t be piloted, and it might be difficult or impossible to repair. If the vehicle is in water when it is wrecked, it sinks; if it is flying, it falls.

Hardness: As an object, a vehicle has hardness. Any damage a vehicle takes is reduced by its hardness.

Attack: This entry indicates an attack the vehicle has, the damage it deals, and the DC to avoid it (if any). Most vehicles have only collision attacks, which deal bludgeoning damage. (See Vehicle Collision Damage and the ram and the run over action for more on collisions.)

Modifiers: The vehicle imposes these modifiers on the attack rolls and listed skill checks of its pilot and passengers. The attack roll penalty worsens at full speed, as indicated in parentheses.

Systems: The vehicle’s special systems, such as autocontrol, autopilot, or comm units, are listed here, if it has any.

Passengers: If the vehicle can carry extra passengers, this entry lists how many the vehicle can hold in addition to the pilot.

Special Abilities: Any abilities unique to the vehicle are described in full at the end of the stat block.

Sample Vehicles

Goblin Junkcycle Level 1

Price 425 Medium land Vehicle (5 ft. wide, 5 ft. long, 2 ft. high)

Speed 15 ft., full 250 ft., 28 mph

EAC 10; KAC 11; Cover none

HP 6 (5); Hardness 5

Attack (Collision) 2d4 (DC 9)

Modifiers –1 Piloting, -2 attack (–3 at full speed)

Systems unstable engine

SPECIAL ABILITIES

Unstable Engine (Ex) Once the junkcycle becomes broken, its engine explodes in 1d4 rounds (even if it’s been wrecked), dealing 3d6 fire damage to anyone riding the vehicle and 1d6 fire damage to anyone within 10 feet (Reflex DC 8 half).

Basic Enercycle Level 1

Price 700 Large land Vehicle (5 ft. wide, 10 ft. long, 3 ft. high)

Speed 20 ft., full 200 ft., 22 mph

EAC 10; KAC 12; Cover none

HP 7 (3); Hardness 5

Attack (Collision) 2d4 (DC 8)

Modifiers +2 Piloting, –1 attack (–3 at full speed)

Passengers 1

Exploration Buggy

Level 1 Price 1,000 Large land Vehicle (5 ft. wide, 10 ft. long, 4 ft. high)

Speed 15 ft., full 350 ft., 40 mph

EAC 12; KAC 14; Cover partial cover

HP 14 (7); Hardness 5

Attack (Collision) 4d4 (DC 10)

Modifiers +0 Piloting, –2 attack (–4 at full speed)

Passengers 3

Torpedo Minisub Level 1

Price 1,500 Large water Vehicle (5 ft. wide, 10 ft. long, 3 ft. high)

Speed 20 ft., full 200 ft., 22 mph (swim)

EAC 12; KAC 14; Cover total cover

HP 10 (5); Hardness 5

Attack (Collision) 4d4 (DC 10)

Modifiers +2 Piloting, –1 attack (–3 at full speed)

Passengers 1

Urban Cruiser Level 2

Price 2,210 Large land Vehicle (10 ft. wide, 10 ft. long, 4 ft. high)

Speed 20 ft., full 500 ft., 55 mph

EAC 14; KAC 15; Cover improved cover

HP 24 (12); Hardness 5

Attack (Collision) 5d4 (DC 11)

Modifiers +0 Piloting, –2 attack (–4 at full speed)

Systems autocontrol, planetary comm unit; Passengers 3

Police Cruiser Level 4

Price 6,195 Large land and air Vehicle (10 ft. wide, 10 ft. long, 5 ft. high)

Speed 25 ft., full 650 ft., 75 mph (ground and fly)

EAC 17; KAC 19; Cover improved cover

HP 50 (25); Hardness 7

Attack (Collision) 5d6 (DC 13)

Attack (Front) autodisabler (3d8 electricity, ammo 2)

Modifiers +2 Piloting, –2 attack (–4 at full speed)

Systems autopilot (Piloting +13), planetary comm unit; Passengers 1 plus 2 prisoners

SPECIAL ABILITIES

Autodisabler (Ex) the police cruiser’s autodisabler is programmed to damage only vehicles. On a critical hit with the autodisabler, the target vehicle malfunctions for 1d4 rounds. During this time, the affected vehicle’s pilot can’t spend more than one move action per round on controlling the vehicle.

All-Terrain Transport Level 6

Price 8,370 Huge land Vehicle (10 ft. wide, 20 ft. long, 7 ft. high)

Speed 10 ft., full 450 ft., 50 mph

EAC 13; KAC 16; Cover total cover

HP 90 (45); Hardness 8

Attack (Collision) 7d8 (DC 12)

Modifiers –4 Piloting, –3 attack (–6 at full speed)

Systems autopilot (Piloting +13), planetary comm unit; Passengers 7

Pump-Jet Sub Level 6

Price 13,150 Huge water Vehicle (10 ft. wide, 20 ft. long, 7 ft. high)

Speed 10 ft., full 450 ft., 50 mph (swim)

EAC 13; KAC 16; Cover total cover

HP 90 (45); Hardness 10

Attack (Collision) 7d8 (DC 12)

Modifiers –4 Piloting, –3 attack (–6 at full speed)

Systems autopilot (Piloting +13), planetary comm unit; Passengers 7

Hover Pod Level 7

Price 14,850 Large land and water Vehicle (10 ft. wide, 10 ft. long, 4 ft. high)

Speed 30 ft., full 550 ft., 65 mph (hover)

EAC 17; KAC 20; Cover cover

HP 80 (40); Hardness 4

Attack (Collision) 5d10 (DC 17)

Modifiers +3 Piloting, –2 attack (–4 at full speed)

Systems autocontrol, planetary comm unit; Passengers 3

Vehicle Collision Damage

A vehicle’s collision damage and the DC to avoid it are based on its item level and modified by its size (if other than Large), as shown in Table 7–32 below. Some systems can increase this damage. If the vehicle’s size reduces its collision damage to 0 dice, it deals 0 damage on a collision.

Table 7–32: Vehicle Damage and Size
Item Level Damage DC
1/4 2d4 B 7
1/3 2d4 B 8
1/2 3d4 B 9
1 4d4 B 10
2 5d4 B 11
3 5d4 B 12
4 5d6 B 13
5 5d8 B 13
6 6d8 B 14
7 6d10 B 15
8 7d10 B 16
9 8d10 B 16
10 9d10 B 17
11 10d10 B 18
12 11d10 B 19
13 12d10 B 19
14 14d10 B 20
15 15d10 B 21
16 17d10 B 22
17 18d10 B 22
18 20d10 B 23
19 23d10 B 24
20 25d10 B 25
Vehicle Size Damage DC Modifier
Diminutive –4 dice +8
Tiny –3 dice +6
Small –2 dice +4
Medium –1 die +2
Large
Huge +1 die –2
Gargantuan +2 dice –4
Colossal +3 dice –6