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89bedc Wee Woo 2026-08-08 20:45:53
created, unfinished
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# Size Class & Piloting
8e1316 Wee Woo 2026-08-14 18:13:57
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![Size_Class_ChartNONONO.png](./Size_Class_ChartNONONO.png)
365e7e Wee Woo 2026-08-14 19:32:07
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## Size Class
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#### Size Class Overview
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Size class is a mechanic that will determine how easily your ship can move around. A lower size class may limit your options when it comes to modules, but a higher size class will require more [[🔥thrust|Starfinder Ship Building/1 ❗Information❗/Global Symbols & Key Terms#thrust]]
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to get off the ground. You can use the above chart to determine what size class a ship fits into. Even if it overreaches a threshold by only one tile, the size class is increased. Every size class after 2 expands the border by one tile on each side. There is no hard limit to size class, but at some point dodging attacks and even lifting off may become unfeasible.
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#### Thrust Multiplier
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Thrust multiplier is a statistic attached to your ship's size class, starts at 1.0x at size class 0, and goes up by 0.5x for every size class above that. For example, 1.5x at size class 1, 2.5x at size class 3, and 6x at size class 10! All piloting maneuvers will multiply their 🔥thrust requirement by the ship's thrust multiplier. All non-whole numbers are to be rounded up to the nearest whole number.
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cdfe60 Wee Woo 2026-08-14 19:05:09
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![SidesExample.png](./SidesExample.png)
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#### Sides of Your Ship
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Your ship has four sides, the left, right, front, and back side, which are divided by an invisible line down the center (vertically for left/right, horizontally for front/back) of your ship. In combat, an enemy will be on one or more of those sides, and you will be able to target modules on one or more of their sides (depending on if your ship has weapons that can target [[away sides|Starfinder Ship Building/1 ❗Information❗/Global Symbols & Key Terms#away-sides]]. Only weapons that are on a side facing an enemy can target modules on the enemy ship, unless they can target away sides. Additionally, most weapons will only be able to target the side of the enemy that is facing your ship. Weapons or modules that are on the invisible dividing line or are exposed on the other side can still be targeted from both sides.
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)
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## Piloting
e45888 Wee Woo 2026-08-15 06:54:52
added maneuvers *wipes brow*
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#### Pilot actions during combat??? Plz explain??? People shooting ship guns??? Mechs??? maybe need a whole combat section for stuff like this
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#### Take Off
e45888 Wee Woo 2026-08-15 06:54:52
added maneuvers *wipes brow*
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🔥Thrust Requirement: Size Class x Thrust Multiplier (Minimum 1)
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Take off and become airborne (or vacuum-borne?) from a grounded state. From here, it is possible to fly around close to the planet or other celestial body. This maneuver doesn't allow your ship to escape the gravitational pull of the celestial body unless its gravitational pull is very weak.
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#### Escape Gravity
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🔥Thrust Requirement: Gravity x Thrust Multiplier
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From an airborne state, escape the close gravitational pull of a celestial body (or other source of gravity) to get into orbit or space. Gravity often varies in strength from planet to planet, typically ranging from 0 for trivial things like asteroids to 12 for things like gas giants. It can go over 12 for extreme sources of gravity such as black holes or stars. Middle range gravity is 5-6.
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#### Evade
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🔥Thrust Requirement: Attack Accuracy x Thrust Multiplier
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Move the ship quickly or erratically in an attempt to dodge incoming attacks. The pilot must make a piloting check with a difficulty class increased by both the attack accuracy and the ship's size class. Each ship to ship weapon has its own attack accuracy assigned within this wiki, but generally, projectiles from cannons and machine guns are the easiest to evade, followed by rockets, followed by railguns and other sniper-type guns, with lasers from beam weapons and rune etchers being the hardest to evade. Has 4 degrees of success that I have yet to determine lol (remind me to do this plz).
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#### Reposition/Chase
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🔥Thrust Requirement: However much you want to put into it!
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Attempt or resist an in-combat repositioning or test of speed. Both ships will choose how many thrusters they want to fire, with the initiator going first, and the resistor getting to choose after. The ships' pilots then make a contested piloting check. Difficulty of the check will be increased by any differences in 🔥thrust and size class. Whoever wins the contested piloting check gets to choose the new positions of the ships. They can choose to: Escape [[long range|Starfinder Ship Building/1 ❗Information❗/Global Symbols & Key Terms#long-range]]
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, get within long range, or get within [[close range|Starfinder Ship Building/1 ❗Information❗/Global Symbols & Key Terms#close-range]]
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. They can also choose what side of the other ship their ship will be.
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#### Travel
e45888 Wee Woo 2026-08-15 06:54:52
added maneuvers *wipes brow*
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about system travel and system to system travel