Back in 2017, when Paizo was ramping up for the launch of their new space fantasy RPG Starfinder, we were fortunate enough to offer exclusive previews on two of their new ships months prior to the release of the game. Since the 2017 release of the game, we’ve been keeping a pretty active eye on what Paizo has been releasing and, though there have been some fantastic additions to the game, there hasn’t been a major emphasis on new options for starships. That all changes with the release of the new Starship Operations Manual (Amazon, Paizo), a July 2020 release that was slated to coincide with Gen Con 2020. (Which, you may recall, is happening online this year.)
There have been some previous supplements in the past that dealt with starships. The Starfinder Pact Worlds setting book (Amazon, Paizo) has a chapter with various starships representing groups and societies, like the robotic Aballonian ships, the militant Hellknight ships, and the living ships of the Xenowardens, that weren’t in the original Starfinder Core Rulebook (Amazon, Paizo), and also provided some related new starship options like biomechanical ships, hydroponic bays, and drift shadow projectors that could be incorporated into other ship designs. The recent Near Space setting book (more on that in a minute) also had a chapter in a similar vein, including ships of the aggressive Veskarium. The mechanics of starship combat itself was addressed more deeply in the Character Operations Manual (Amazon, Paizo), released last winter, by creating the Chief Mate and Magic Officer roles to enhance starship combat for characters who were not well supported under the original set of rules.
So is the Starship Operations Manual just more of the same? While it does contain a ton of these sorts of options – starship weapons utilizing 20 new weapon properties, expansion bays, and security systems – it also goes beyond that, introducing fundamental variations to the core starship mechanics. It is worth recapping here that the core design of Starfinder, as a campaign, is that as the group progresses, the ship itself also “levels up” as the players do. The idea is that you’re constantly tweaking the ship and scrounging/bartering for parts and upgrades, and so you get a set number of Build Points as you level up that you can spend to buy new features for your ship. So the ship really gets tailored to the specifications of what the crew wants out of it, both in terms of mechanics and in terms of thematic feel. A group of mercenaries may have an armored battleship, while a group of smugglers might have a sleek and maneuverable transport, while more honest businessmen might be piloting a diplomatic passenger ship. And with the Starship Operations Manual, you really have the ability, as both players and GMs, to make the most out of the starships within the game.