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Starship Sheet Guide
TLDR
- the current starship workflow is Core | Inventory | Features | Effects | Description
- the old Crew tab is gone, and crew management now lives on Core
- Inventory is for physical ship loadout, Features is for actions and systems-facing play
- Effects, the sidebar, and the token HUD now work together to show starship combat state
- System Damage and Destruction Saves are major parts of the current starship experience
- 1.3.9 adds crew-role grouping, flat Damage Reduction on the sidebar, an AC badge, and an optional space-station variant
- In the 1.4.0 feature set: PC/NPC crew groups, responsible-crew / firing-crew proficiency, Active Crew removed, Hull/Shield token bars, Recover Power / Ship’s Stores dialogs, Role movement Active Effects
This page explains how to use the starship sheet in the SW5e Module for FoundryVTT.
The starship sheet no longer uses the old Overview / Crew / Actions / Weapons / Equipment / Modifications / Systems subtab model.
The current user-facing layout is:
- Core
- Inventory
- Features
- Effects
- Description
If you are coming back from older screenshots, older notes, or an earlier wiki version, that is the first thing to update in your mental model.
This page will help you understand:
- the current primary tab layout
- where the old Crew workflow moved
- what lives on the sheet versus the token HUD
- how System Damage and Destruction Saves fit into play
- how Damage Reduction, crew-role groups, and space stations appear on the sheet
- what still uses stock DND5e dialogs or controls
If you are brand new to the current starship workflow, this order works well:
- check the sidebar for the always-visible ship state
- use Core to understand the ship, the crew, and the current operational state
- use Inventory for weapons, equipment, modifications, and cargo
- use Features for starship actions and systems-facing play
- use Effects when you need conditions, statuses, or active-effect review
That order usually makes the sheet feel much more understandable.
The sidebar is always visible and is one of the most important parts of the sheet.
It is the fastest place to check the ship’s current state, especially for things like:
- Hull and Shield state
- System Damage pips
- Destruction Saves when the ship is at Hull 0
- speed and travel information
- Damage Reduction when the ship has effective flat DR
- Initiative and Tier portrait badges
Two small but useful details:
- the stock Travel Speed and Travel Pace rows still exist for starships
- stock Hit Points are hidden in favor of the SW5E Hull and Shield presentation
In 1.3.9, the portrait area also shows an AC badge in the same spirit as character sheets, and Tier remains editable from the sidebar in Edit mode.
If you are trying to get your bearings on a ship quickly, the sidebar is usually the best place to start.
Flat Damage Reduction is part of the current starship experience.
In practical terms:
- Play mode shows a Damage Reduction row only when effective DR is greater than 0
- Edit mode shows a numeric field so a GM can set a manual override
- clearing the Edit field removes the manual override and returns to equipment-based DR
- a world setting can toggle whether flat DR automation applies to attack damage
For the combat-facing explanation of how DR subtracts from attack damage, use Starship Combat, Conditions, and System Damage.
The Core tab is the main operational heart of the starship sheet.
This is where returning users most often get surprised, because a lot of older “crew” and “systems” expectations now live here instead of on separate subtabs.
Use Core when you want to work with:
- crew management (Crew & Passengers roster)
- Pilot / Crew / Passenger membership
- crew-role grouping by deployment and venture
- starship abilities and skills (including responsible-crew proficiency)
- Power Routing
- Fuel and Ship’s Stores
- repair and recovery controls
- movement summary and related ship state
The old Crew tab is gone.
Crew management now lives on Core. If you are looking for:
- assigned crew
- Pilot / Crew / Passenger membership
- crew add or remove controls
start on Core, not on a separate Crew tab.
Assigned Actors are listed under Player Characters and NPCs headings (Other when applicable). Groups are collapsible (sheet-local). Within a group, sort order is Pilot, then Pilot/Crew with a Deployment, then Pilot/Crew without Deployment, then passengers.
Membership pills: Pilot shows a compact P, Crew shows C; passenger-only members show no membership pill. Assigned-roster search matches Actor name/type, Deployment labels, Custom Roles, and terms pilot / crew / passenger.
Add Crew can deploy multiple distinct Actors in one Crew or Passenger action (Pilot requires exactly one selection). Aggregate NPC quantity is not included in that multi-select path.
PLAY vs EDIT: visible Set Pilot / Remove controls are restricted to EDIT. Authorized users may still Remove through the PLAY/EDIT context menu. Context menu actions are permission-aware (View, Display in Chat; Remove when authorized). Portrait/name can open the Actor sheet.
In the 1.4.0 feature set, Activate/Deactivate controls, Active badges, Active-first sorting, and the Active Crew overview note are removed. Stealth/deployed-set scans use Pilot/Crew/Passenger membership only. A stale deployment.active.value flag may remain persisted but is behaviorally inert.
Starship skill checks use the proficiency bonus of a qualified assigned Pilot/Crew character (Deployment rank ≥ 1, finite prepared PB). When two or more distinct qualified Actors are aboard, the skill roll dialog shows a Responsible Crew Member selector (selection is local to that roll). Zero qualified Actors roll with no crew PB. Public skill chat remains ship-attributed (no crew name/UUID).
Starship weapon/ammo attack rolls can add firing-crew proficiency via the roll term @sw5eCrewAttackProf when a qualified Pilot/Crew firer is selected. Fast-forward with multiple candidates opens the firing-crew picker. Public attack chat stays ship-attributed. See Attribute and Active Effect Keys.
In 1.3.9, assigned player characters can be grouped on Core by deployment and venture roles.
That means the crew area is no longer only a flat passenger list. It can organize crew-facing features by role, remember per-user collapse state, and resolve crew-sourced items back to the source actor when that metadata is available.
If you are looking for deployment or venture features that belong to a crewed PC, start on Core and expand the relevant role group.
The ship’s abilities and skills are part of the Core experience.
In play, this is where the sheet stops feeling like “just a vehicle record” and starts behaving like a starship your table actively uses. When the sheet is in edit mode, configuration controls become more visible. Outside edit mode, the same area is primarily about using the ship, not rebuilding it.
Power Routing and Fuel are part of the current Core workflow.
In the 1.4.0 feature set:
- Explicit Recover Power opens one combined multi-pool allocation dialog (validated against live headroom; one update)
- EDIT mode uses one Ship’s Stores settings cog/dialog for Fuel and Food current, capacity, cost, and cost modes; PLAY keeps bars/actions without the cog
- Fuel Burn prompts for quantity (default 1); requests above remaining fuel apply only what is available with a soft warning
In the 1.4.0 feature set, EDIT mode hides numeric counters for Space Speed, Travel Speed, and Travel Pace while keeping the Space Speed movement configuration control. Turning Speed remains visible in EDIT. PLAY still shows all four values.
Role records publish Override Active Effects on system.attributes.movement.space and system.attributes.movement.turn. Combat Space/Turn then apply Power Routing once and Slowed once. See Starship Combat, Conditions, and System Damage and Attribute and Active Effect Keys.
Token and Prototype Token configuration can opt into Starship Hull (sw5e.starshipHull) and Starship Shields (sw5e.starshipShields) resource choices. Manual opt-in only — existing tokens are not auto-assigned. Stock Hit Points remains available. HUD editing writes Hull to hp.value and Shields to hp.temp. See Attribute and Active Effect Keys.
The sidebar can show Max Fires/Round below Damage Reduction. The value is live-derived and informational only — it does not count, warn, or block weapon firing.
The current Core experience also includes the ship-side repair and recovery controls.
Depending on what you are doing, some recovery actions still fall through to stock DND5e use dialogs rather than a fully custom SW5E-only popup. That is expected.
The Inventory tab is where the starship’s installed and carried physical loadout lives.
Use Inventory for:
- starship weapons
- starship equipment
- starship modifications
- stock loot or cargo
This is one of the easiest tabs to understand, because it answers a practical question: “What is physically on this ship?”
Mounted ship weapons live here.
If you are checking whether a ship attack system was actually added to the ship, this is one of the first places to look.
Supporting starship equipment also lives here.
That includes the kinds of ship-facing items you expect to manage between encounters as well as during prep. Armor and plating that contribute flat Damage Reduction are part of this story.
Starship modifications are separated from ordinary equipment so it is easier to tell what is installed as a modification rather than just carried or equipped.
The current workflow still keeps stock inventory behavior where it helps. That means some inventory-facing interactions remain close to standard DND5e expectations even when the surrounding presentation is clearly SW5E-specific.
The Features tab is where the current starship sheet groups Starship Actions and Systems.
Use this tab when you want the ship’s active and systems-facing feature side rather than the ship’s physical inventory side.
A practical way to think about it is:
- Inventory answers “what is on the ship?”
- Features answers “what can the ship do, and what systems-facing starship features matter in play?”
The stock vehicle Features tab is hidden in favor of this more focused starship presentation.
The Effects tab is where starship combat state becomes most visible.
This tab matters more than it did in older workflows because it now helps support starship-only conditions and status handling rather than acting like a generic afterthought.
The current starship condition grid includes starship-focused controls such as:
- Blinded
- Disabled
- Ionized
- Invisible
- Shocked
- Slowed with explicit levels
- Stalled
- Stunned
- Tractored
- Used
This is not just a visual list. It is part of the actual starship state workflow.
System Damage is a major part of the starship experience.
At a high level, the levels matter like this:
- Level 1+: disadvantage on starship skill and ability checks
- Level 2+: slowed movement contribution
- Level 3+: outgoing attack and save disadvantage
- Level 4+: effective Hull, Shield, and Regen caps
- Level 5+: Used latch behavior
- Level 6: catastrophic helper state
You do not need to memorize that all at once, but you should know that System Damage is no longer a minor note. It is a real part of starship play.
Destruction Saves are tied to the current starship destruction workflow.
The practical user-facing points are:
- the Destruction Save tray appears when the ship is at Hull 0
- the roll uses the stock DND5e D20 roll configuration dialog
- a failure, and especially a natural 1, can push the ship deeper into System Damage
- a natural 20 can restore Hull to 1 and reset the counters
- three successes stabilize the ship
If you want the focused rules-facing explanation, use Starship Combat, Conditions, and System Damage.
The Description tab remains the place for notes, reference text, and ordinary document description use.
Not every part of the starship sheet needs to be custom to be useful. This is a good example of a tab that mostly stays close to familiar document behavior.
1.3.9 adds an optional space-station variant as a world setting.
When that setting is enabled and a starship is treated as a station, the module applies station-facing expectations such as:
- fixed movement values
- doubled suite maximum
- additional hull per die
- an AC penalty
- stock modifications on create or convert
- Role Specialization feats by size for Large, Huge, and Gargantuan stations
Stations flagged below Large can show a soft RAW size warning. That warning is informational. It does not hard-block homebrew station sizes.
If your table is not using stations, you can leave the world setting off and continue with ordinary starships.
The starship token HUD now participates more directly in starship state than many users expect.
The token HUD can display starship-only status icons such as:
- Used
- Slowed 1 through 4
- Cover
- System Damage display state
The important mental model is:
- the sheet is where you understand and manage the ship
- the token HUD is where you see and sometimes toggle fast combat-facing starship state
If the token icons look wrong, do not check only the token. Compare the token HUD to the ship’s Effects and sidebar state as well.
Not every starship interaction is meant to be a fully custom SW5E dialog.
You should still expect some stock DND5e behavior in places such as:
- standard roll configuration dialogs
- some item-use dialogs
- some inventory-facing interactions
That is normal. The current workflow is a layered starship experience on top of DND5e, not a completely separate application.
“Where did the Crew tab go?” It moved into Core.
“Where did Power Routing and Fuel go?” They are part of Core.
“Where are deployment or venture crew features?” Look on Core under the crew-role groups.
“Where is Damage Reduction?” Check the sidebar. In Play it appears when effective DR is above 0. In Edit you can set or clear a manual override.
“Why does this ship look like a station?” Because the space-station world setting is enabled and the actor is using station variant rules.
“Why does the starship still have some stock-looking dialogs?” Because some actions intentionally fall through to stock DND5e dialogs.
“Why does the token show statuses that I also see on the sheet?” Because the current starship workflow syncs important combat state between the ship and the token HUD.
“I was looking for the old SotG subtabs.” Those older user-facing subtabs are no longer the current model. Use the primary tabs instead.
If a starship sheet is not behaving the way you expect, try these checks first:
- confirm the actor is actually using the current starship workflow
- compare it to a newer working starship if possible
- check whether the issue is on the Core, Inventory, Features, or Effects side
- check whether the issue affects the sheet, the token HUD, or both
- if Damage Reduction looks wrong, compare equipment DR, any manual sidebar override, and the flat DR world setting
- if the ship is older content, consider whether migration or older copied data is part of the story
Use the next page based on what you need:
- Starship Combat, Conditions, and System Damage if you want the focused combat-state explanation
- Sheets & Features if you want the broader actor and item-sheet context
- Troubleshooting if the ship does not look or behave the way you expected
- Compatibility & Limitations if you are checking version or migration expectations
SW5e Module Wiki Start here: Home · Getting Started · Feature Overview · Sheets & Features
Popular topics: Blaster Reload and Ammo Use · Themes and Appearance · Starship Sheet Guide · Powercasting Configuration and Overrides
Need help? Troubleshooting · FAQ · Compatibility & Limitations
Working on the module? Developer Guide · Developer Reference · Local Setup and Workflow · Testing & Contribution
For general FoundryVTT help, please use the Foundry VTT Discord, Baileywiki’s Foundry VTT playlist, or Encounter Library’s Foundry VTT Basics playlist.
SW5e Module Wiki
Start here: Home · Getting Started · Feature Overview · Sheets & Features
Popular topics: Blaster Reload and Ammo Use · Themes and Appearance · Starship Sheet Guide · Powercasting Configuration and Overrides
Need help? Troubleshooting · FAQ · Compatibility & Limitations
Working on the module? Developer Guide · Developer Reference · Local Setup and Workflow · Testing & Contribution
For general FoundryVTT help, please use the Foundry VTT Discord, Baileywiki’s Foundry VTT playlist, or Encounter Library’s Foundry VTT Basics playlist.