A crew can use a variety of methods to protect their starship from damage, from shields, defensive weapons, and active crew repair. If a ship takes on too much damage, it risks becoming stranded in the deadly void or may be forced to make an emergency landing.

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Starship Repair

You can attempt to repair damage to a starship or breaches in a hull by making an Intelligence check, provided you have the appropriate tools on hand (all ships typically supply such tools). The DC of this check depends on how long you spend on this activity, as described in the Ship Repair table below. Damage repair can be performed at any time, but hull breach repairs can only be performed while the starship is flying slowly.

Starship Repair

DurationDC
1 action20
1 minute15
10 minutes10
1 hour5

On a successful check, you either patch a breach or repair damage, granting the starship hit points equal to 1d10 plus your Intelligence modifier. If you fail a check to repair the starship, you botch the patch job and the starship cannot regain hit points for an hour. You can still repeat attempts to patch the hull regardless of failure.

Spells like Mending can also repair small hull breaches, but do not provide the ship with additional hit points.

Starship Shields

Shields serve as the main defensive measure against an attacking starship by providing Shield Points, which act as a buffer against certain types of damage. Shields are always associated with a damage type and have two numbers listed in parentheses. The first number indicates ow many Shield Points the starship regains at the start of each combat round, and the second number is the maximum Shield Points a starship can have at any time. Whenever the starship takes damage of the shield's type, the Shield Points are lost first (unless it's from a Focusing weapon), and any leftover damage carries over to the starship's normal hit points.

Shields generalyl defend against radiant damage, though some absorb other types of energy. The Starship Shields table provides a few examples of shields a ship may employ, organized by effectiveness.

Installing the shield onto a ship grants the ship the shield's benefits. As normal, a starship can only benefit from one shield at a time.

Starship Shields

ShieldAbsorbed Damage TypeCost
Light Shield 1Radiant (5/10)50 C
Light Shield 2Radiant (5/15)75 C
Light Shield 3Radiant (5/20)100 C
Arc Shield 1Radiant (10/20)500 C
Arc Shield 2Radiant (10/30)750 C
Arc Shield 3Radiant (10/40)1000 C
Aegis 1Radiant (15/40)2500 C
Aegis 2Radiant (15/50)5000 C
Aegis 3Radiant (15/60)10000 C
Chromatic ShieldAcid, Cold, Fire, Lightning, and Thunder (15/30)3000 C
Deflector ShieldPiercing and Radiant (10/30)4000 C

Starship Defense Weapons

Weapon Cost Damage Properties
Flak Cannon 200 C
Ammunition, Load 1, Special
Flare Module 250 C
Ammunition (100), Load 2, Special
Wave Pulser 250 C 4d8 Lightning (DC 15) Ammunition, Recharge 3, Special
Mine Launcher 500 C
Ammunition (300), Load 3, Special
- Basic Mine ^ 3d8 Piercing Damage (DC 15) ^
- Flash Mine ^ 4d8 Radiant (DC 15) ^
- Thunder Mine ^ 2d12 Thunder (DC 15) ^

Notes