MSRD:Starships
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STARSHIP TYPES
A starship can be one of the following five types: ultralight, light, mediumweight, heavy, or superheavy. A starship’s type determines how much space it occupies on the battle grid, as well as its game statistics.
To build a starship hull from scratch, a character must succeed at a Craft (structural) check (DC 30) after investing the requisite amount of assembly time, based on the ship’s type: ultralight 600 hours, light 1,200 hours, mediumweight 2,400 hours, heavy 4,800 hours, superheavy 9,600 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the ship’s base purchase DC.
STARSHIP STATISTICS
This chapter includes ready-to-use statistics for various starship subtypes. These statistics represent baseline models only. A starship’s statistics and performance can be improved by upgrading its weapons, armor, shields, defensive systems, and engines.
Each starship description includes the following statistics.
Type: The starship’s type (ultralight, light, mediumweight, heavy, or superheavy) determines its fighting space on the battle grid.
Subtype: The starship’s subtype describes the ship’s primary function (for example, fighter or strike cruiser).
Defense: A starship’s Defense determines how hard the ship is to hit. A starship’s flat-footed Defense does not include the pilot’s Dexterity modifier. A starship’s autopilot Defense is used when the ship’s autopilot system is engaged.
Hardness: A ship’s hardness is determined by its armor. Hardness reduces the amount of damage the ship takes from weapon attacks. Better armor can improve a ship’s hardness.
Hit Dice: A ship’s Hit Dice (HD) determines how many hit points it has. Hit Dice are never rolled to determine a ship’s hit points; the ship always gets maximum hit points for each Hit Die.
Initiative Modifier: A starship’s initiative modifier is equal to the pilot’s Dexterity modifier, with a +4 bonus if the pilot has the Improved Initiative feat.
Pilot’s Class Bonus: The pilot’s class bonus to Defense applies to the starship’s normal and flat-footed Defense.
Pilot’s Dex Modifier: The pilot’s Dexterity modifier applies to the starship’s Defense, except when the ship is flat-footed or grappled.
Gunner’s Attack Bonus: The gunner’s attack bonus applies to ranged weapon attacks.
Size: The ship’s size affects its Defense, weapon attack rolls, and grapple modifier.
Tactical Speed: Tactical speed represents how far the starship can move as a move action using its thrusters. Speed is listed in feet and squares. Most starships have a base tactical speed of 3,000 feet. Better engines can improve a starship’s tactical speed (see Starship Engines), while heavier armor can reduce a ship’s tactical speed (see Starship Armor,).
Length: The ship’s length in feet.
Weight: The ship’s weight in pounds or tons.
Targeting System Bonus: The ship’s computerized targeting system provides an equipment bonus on a gunner’s attack rolls and a similar equipment bonus on attack rolls made by the ship’s point-efense system (see Attack of Opportunity, below). This equipment bonus is already factored in to the ship’s attack statistics.
Crew: The ship’s standard crew complement is given here. A ship cannot operate with less than one-quarter of its standard crew complement. The crew’s quality is given in parentheses, along with the crew’s modifier to skill checks (including Pilot checks made to avoid hazards). The quality of the crew determines the pilot’s class bonus to Defense, the pilot’s Dexterity modifier, and the gunner’s attack bonus (see Table: Crew Quality for details).
Passenger Capacity: The maximum number of passengers that can be safely lodged aboard the ship.
Cargo Capacity: The maximum tonnage of cargo that the ship can store in its holds.
Grapple Modifier: The ship’s grapple check modifier is based on its size (Huge +8, Gargantuan +12, Colossal +16). Grapple checks come into play whenever grapplers and tractor beams are used (see Grappling Systems).
Base Purchase DC: The base purchase DC includes the ship’s hull and a trained crew, but not its engines, armor, shields, defensive systems, sensor systems, comm systems, weapons, or grappling systems (which must be purchased separately).
Restriction: The ship’s restriction rating.
Attack: This line shows the ranged weapon attacks a starship typically makes when it uses an attack action.
Attack of Opportunity: If the ship has a point-defense system installed, it threatens ships passing through its fighting space or adjacent squares. Use the line to resolve attacks of opportunity made by the ship.
Standard Design Specs: The ship’s engines, armor, defensive systems, sensors, communications, weapons, and grappling systems are listed here.
IMPROVING A STARSHIP’S STATISTICS
The starship statistics presented below use standard design specs appropriate for the lowest Progress Level at which these ships can be played (PL 6 or PL 7 for most ships). Improving a starship’s statistics requires upgrades to its crew, armor, defensive systems, sensor systems, and/or weapons, as discussed throughout this chapter.
ULTRALIGHT STARSHIP SUBTYPES
Ultralight ships cover most small spacecraft, including fighters, cutters, launches, and couriers.
An ultralight starship can be up to 250 feet long. It occupies a 250-foot-by-250-foot fighting space, and up to four ultralight starships can occupy a single 500-foot square. Due to their relatively small size, ultralight starships can form into wings (see Ultralight Starship Wings).
In addition, all ultralight starships share the following design specs.
Engines: All ultralight starships have thrusters. In addition, ships of PL 6 or higher have one other type of engine (see Starship Engines).
Armor: An ultralight ship has one type of armor (see Starship Armor).
Defensive Systems: An ultralight starship has a maximum of one defensive system per 3 Hit Dice (see Starship Defense Systems).
Sensors: An ultralight starship has a maximum of two sensor systems (see Starship Sensors).
Communications: An ultralight starship has a maximum of two external communication systems (see Starship Comm Systems).
Weapons: An ultralight starship has one beam, projectile, or missile weapon per 3 Hit Dice (see Starship Weapons).
These weapons are often fire-linked. An ultralight ship cannot be armed with mines.
Grappling Systems: An ultralight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).
ULTRALIGHT SHIP DESCRIPTIONS
Specific subtypes of ultralight starships are given here.
ORBITAL SHUTTLE (PL 5)
An orbital shuttle can haul people and light equipment into orbit and return safely to the planet below, but it is not suitable for long-range space travel to other planets or star systems.
| Type: Ultralight | Size: Gargantuan (–4 size) |
| Subtype: Orbital shuttle | Tactical Speed: 2,500 ft. (5 sq.) |
| Defense: 11 | Length: 60 feet |
| Flat-footed Defense: 9 | Weight: 220,000 lb. |
| Autopilot Defense: 8 | Targeting System Bonus: — |
| Hardness: 20 | Crew: 4 (trained +4) |
| Hit Dice: 6d20 (120 hp) | Passenger Capacity: 12 |
| Initiative Modifier: +2 | Cargo Capacity: 22,000 lb. |
| Pilot’s Class Bonus: +3 | Grapple Modifier: +12 |
| Pilot’s Dex Modifier: +2 | Base Purchase DC: 52 |
| Gunner’s Attack Bonus: — | Restriction: Restricted (+2) |
Attack: None
Attack of Opportunity: None
Standard PL 5 Design Specs:
Engines: Thrusters
Armor: Alloy plating
Defense Systems: Autopilot system, damage control system (1d10)
Sensors: Class I sensor array
Communications: Radio transceiver
Weapons: None
Grappling Systems: Grapplers
COURIER (PL 6)
A courier is capable of extended operation away from its base (frequently a larger ship). Many low-end star yachts fall into the courier category.
| Type: Ultralight | Size: Gargantuan (–4 size) |
| Subtype: Courier | Tactical Speed: 3,000 ft. (6 sq.) |
| Defense: 11 | Length: 45 feet |
| Flat-footed Defense: 9 | Weight: 90,000 lb. |
| Autopilot Defense: 8 | Targeting System Bonus: +2 |
| Hardness: 20 | Crew: 4 (trained +4) |
| Hit Dice: 8d20 (160 hp) | Passenger Capacity: 12 |
| Initiative Modifier: +2 | Cargo Capacity: 9,000 lb. |
| Pilot’s Class Bonus: +3 | Grapple Modifier: +12 |
| Pilot’s Dex Modifier: +2 | Base Purchase DC: 48 |
| Gunner’s Attack Bonus: +2 | Restriction: Licensed (+1) |
Attack: Laser +0 ranged (6d8)
Attack of Opportunity: None
Standard PL 6 Design Specs:
Engines: Ion engine, thrusters
Armor: Polymeric
Defense Systems: Autopilot system, damage control system (1d10)
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 laser (range incr. 3,000 ft.)
Grappling Systems: Grapplers
ESCORT (PL 6)
Escorts are a long-range patrol craft employed for various duties, including the protection of merchant ships and remote bases. Gunships or missile boats could qualify as escorts.
| Type: Ultralight | Size: Colossal (–8 size) |
| Subtype: Escort | Tactical Speed: 3,000 ft. (6 sq.) |
| Defense: 7 | Length: 180 feet |
| Flat-footed Defense: 5 | Weight: 900 tons |
| Autopilot Defense: 5 | Targeting System Bonus: +3 |
| Hardness: 30 | Crew: 8 (trained +4) |
| Hit Dice: 20d20 (400 hp) | Passenger Capacity: 24 |
| Initiative Modifier: +4 | Cargo Capacity: 30 tons |
| Pilot’s Class Bonus: +3 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +2 | Base Purchase DC: 52 |
| Gunner’s Attack Bonus: +2 | Restriction: Restricted (+2) |
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 fire-linked rail cannons –8 ranged (9d12) and CHE missile –8 ranged (6d12/19–20)
Attack of Opportunity: Point-defense system +3 ranged (1d12×10)
Standard PL 6 Design Specs:
Engines: Ion engine, thrusters
Armor: Vanadium
Defense Systems: Damage control system (1d10), magnetic field, point-defense system, radiation shielding, sensor jammer
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.), 1 CHE missile launcher (8 missiles)
Grappling Systems: Grapplers
FAST FREIGHTER (PL 6)
Fast freighters are commercial starships generally employed in frequent runs, such as delivering supplies to small outposts and bases, or occasional runs of high-bulk cargo, such as heavy machinery or vehicles. Fast freighters often carry some minor defensive armament.
| Type: Ultralight | Size: Colossal (–8 size) |
| Subtype: Fast freighter | Tactical Speed: 3,500 ft. (7 sq.) |
| Defense: 7 | Length: 110 feet |
| Flat-footed Defense: 5 | Weight: 450 tons |
| Autopilot Defense: 5 | Targeting System Bonus: +3 |
| Hardness: 20 | Crew: 4 (trained +4) |
| Hit Dice: 16d20 (320 hp) | Passenger Capacity: 4 |
| Initiative Modifier: +2 | Cargo Capacity: 300 tons |
| Pilot’s Class Bonus: +3 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +2 | Base Purchase DC: 52 |
| Gunner’s Attack Bonus: +2 | Restriction: Restricted (+2) |
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)
Attack of Opportunity: None
Standard PL 6 Design Specs:
Engines: Ion engine, thrusters
Armor: Polymeric
Defense Systems: Autopilot system, damage control system (1d10), magnetic field, radiation shielding, sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.), 2 fire-linked rail cannons (range incr. 3,000 ft.)
Grappling Systems: Grapplers
FIGHTER (PL 6)
Designed for action against other small craft, fighters lack the punch to be effective against large targets unless they’ve been modified to carry warheads.
| Type: Ultralight | Size: Gargantuan (–4 size) |
| Subtype: Fighter | Tactical Speed: 3,500 ft. (7 sq.) |
| Defense: 19 | Length: 36 feet |
| Flat-footed Defense: 13 | Weight: 39,000 lb. |
| Autopilot Defense: 6 | Targeting System Bonus: +2 |
| Hardness: 20 | Crew: 1 (ace +12) |
| Hit Dice: 8d20 (160 hp) | Passenger Capacity: 1 |
| Initiative Modifier: +8 | Cargo Capacity: 1,700 lb. |
| Pilot’s Class Bonus: +7 | Grapple Modifier: +8 |
| Pilot’s Dex Modifier: +6 | Base Purchase DC: 48 |
| Gunner’s Attack Bonus: +8/+3 | Restriction: Military (+3) |
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)
Attack of Opportunity: None
Standard PL 6 Design Specs:
Engines: Ion engine, thrusters
Armor: Polymeric
Defense Systems: Damage control system (1d10), sensor jammer
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.)
Grappling Systems: None
LAUNCH (PL 6)
A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category.
| Type: Ultralight | Size: Huge (–2 size) |
| Subtype: Launch | Tactical Speed: 3,500 ft. (7 sq.) |
| Defense: 13 | Length: 24 feet |
| Flat-footed Defense: 11 | Weight: 24,000 lb. |
| Autopilot Defense: 9 | Targeting System Bonus: +1 |
| Hardness: 20 | Crew: 1 (trained +4) |
| Hit Dice: 4d20 (80 hp) | Passenger Capacity: 4 |
| Initiative Modifier: +2 | Cargo Capacity: 2,400 lb. |
| Pilot’s Class Bonus: +3 | Grapple Modifier: +8 |
| Pilot’s Dex Modifier: +2 | Base Purchase DC: 40 |
| Gunner’s Attack Bonus: +2 | Restriction: Licensed (+1) |
Attack: Laser +1 ranged (6d8)
Attack of Opportunity: None
Standard PL 6 Design Specs:
Engines: Ion engine, thrusters
Armor: Polymeric
Defense Systems: Autopilot system
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 laser
Grappling Systems: None
SCOUT (PL 6)
Scouts are designed to cross great distances and locate enemies quickly without engaging in serious combat.
| Type: Ultralight | Size: Colossal (–8 size) |
| Subtype: Scout | Tactical Speed: 3,500 ft. (7 sq.) |
| Defense: 7 | Length: 150 feet |
| Flat-footed Defense: 5 | Weight: 600 tons |
| Autopilot Defense: 5 | Targeting System Bonus: +3 |
| Hardness: 30 | Crew: 8 (trained +4) |
| Hit Dice: 15d20 (300 hp) | Passenger Capacity: 8 |
| Initiative Modifier: +2 | Cargo Capacity: 30 tons |
| Pilot’s Class Bonus: +3 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +2 | Base Purchase DC: 52 |
| Gunner’s Attack Bonus: +2 | Restriction: Military (+3) |
Attack: 2 fire-linked heavy neutron guns –3 ranged (15d8) and 2 CHE missiles –8 ranged (6d12/19–20)
Attack of Opportunity: None
Standard PL 6 Design Specs:
Engines: Ion engine, thrusters
Armor: Vanadium
Defense Systems: Autopilot system, damage control system (1d10), radiation shielding, self-destruct system, sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 CHE missile launchers (8 missiles each)
Grappling Systems: Grapplers
ASSAULT FIGHTER (PL 7)
The assault fighter is similar to the PL 6 fighter, but with superior engines, armaments, and defenses at the cost of less cargo capacity.
| Type: Ultralight | Size: Gargantuan (–4 size) |
| Subtype: Assault fighter | Tactical Speed: 4,000 ft. (8 sq.) |
| Defense: 19 | Length: 32 feet |
| Flat-footed Defense: 13 | Weight: 36,000 lb. |
| Autopilot Defense: 6 | Targeting System Bonus: +4 |
| Hardness: 20 (ballistic) or 40 (other damage forms) | Crew: 1 (ace +12) |
| Hit Dice: 9d20 (180 hp) | Passenger Capacity: 1 |
| Initiative Modifier: +8 | Cargo Capacity: 1,200 lb. |
| Pilot’s Class Bonus: +7 | Grapple Modifier: +8 |
| Pilot’s Dex Modifier: +6 | Base Purchase DC: 48 |
| Gunner’s Attack Bonus: +8/+3 | Restriction: Military (+3) |
Attack: 2 fire-linked particle beams +8 ranged (18d8) and plasma missile +3 ranged (18d8/19–20); or 2 fire-linked particle beams +8/+3 ranged (18d8)
Attack of Opportunity: None
Standard PL 7 Design Specs:
Engines: Induction engine, thrusters
Armor: Deflective
Defense Systems: Autopilot system, improved damage control (2d10), stealth screen
Sensors: Class V sensor array, improved targeting system
Communications: Mass transceiver, radio transceiver
Weapons: 2 fire-linked particle beams (range incr. 4,000 ft.), 1 plasma missile launcher (8 missiles; range incr. 5,000 ft.)
Grappling Systems: None
Ultralight Starship Wings
Two to four ultralight starships can unite to form a wing. All ships forming the wing must have the same subtype (fighter, for instance) and identical design specs (engines, weapons, and so on). In addition, all starships in the wing formation must be occupying the same 500-foot square to be counted as part of the wing.
In starship combat, a wing is treated as a single vessel, much like a battery of weapons is treated as a single weapon. (See Grapplers and Tractor Beams, below, for the one exception to this rule.) One of the ships forming the wing is declared the wing’s commander. The wing commander decides all of the wing’s actions and resolves all of the wing’s attacks; the other ships forming the wing provide support and follow the commander’s lead.
If the wing commander’s ship is destroyed or grappled, another ship in the wing may assume the role of wing commander on the wing’s next turn.
Movement: All ships in the wing move together, as one ship. The wing commander determines the wing’s movement. The wing’s tactical speed equals the tactical speed of the slowest ship in the wing.
Attacks: Only the wing commander makes attacks. However, every other ship in the wing can aid the wing commander’s attack rolls or Pilot checks using the aid another action; this is the only type of attack action wingmen can take.
Defense: Each wingman provides a +1 cover bonus to the wing commander’s Defense. The wing commander, preoccupied with moving and attacking, does not modify the Defense of any ships in the wing.
Attacks of Opportunity: A wing provokes attacks of opportunity from enemy ships as though it was a single ship. However, damage from a point-defense system is distributed among the ships in the wing as the wing commander sees fit. For example, if a point-defense system deals 180 points of damage to the wing, the wing commander could split the damage evenly among three ships in the wing (each ship would take 60 points of damage), or choose to have one ship take all the damage. A ship’s armor reduces the amount of damage it takes normally; conceivably, the damage could be split into small enough fractions that the wing, as a whole, suffers very little damage.
Grapplers and Tractor Beams: Ships in a wing may be targeted separately by grapplers and tractor beams. (See Grappling Systems for more information on these grappling devices.) A grappled ship immediately drops out of formation and is no longer considered part of the wing.
LIGHT STARSHIP SUBTYPES
Light starships include corvettes, frigates, destroyers, haulers, and industrial ships, such as garbage barges and fuel carriers. Light starships are somewhat better armed and armored than ultralight starships, but sacrifice a little in the way of speed.
A light starship measures 251–500 feet long. It has a 500-footby- 500-foot fighting space and occupies a single 500-foot square. In addition, all light starships share the following design specs.
Engines: All light starships have thrusters plus one other type of engine (see Starship Engines).
Armor: A light starship has one type of armor (see Starship Armor).
Defensive Systems: A light starship has a maximum of one defensive system per 10 Hit Dice (see Starship Defense Systems).
Sensors: A light starship has a maximum of two sensor systems (see Starship Sensors).
Communications: A light starship has up to two external communication systems (see Starship Comm Systems).
Weapons: A light starship has one beam, projectile, or missile weapon per 10 Hit Dice (see Starship Weapons). These weapons are often fire-linked. A light starship cannot be armed with mines.
Grappling Systems: A light starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).
LIGHT SHIP DESCRIPTIONS
Specific subtypes of light starships are given here.
CORVETTE (PL 6)
Essentially a larger version of the escort ship, the corvette serves as both a gunship and fleet escort. Of the military vessels designed to operate independently in wartime, corvettes are the smallest.
| Type: Light | Size: Colossal (–8 size) |
| Subtype: Corvette | Tactical Speed: 3,500 ft. (7 sq.) |
| Defense: 7 | Length: 320 feet |
| Flat-footed Defense: 5 | Weight: 3,200 tons |
| Autopilot Defense: 5 | Targeting System Bonus: +3 |
| Hardness: 30 | Crew: 16 (trained +4) |
| Hit Dice: 40d20 (800 hp) | Passenger Capacity: 32 |
| Initiative Modifier: +4 | Cargo Capacity: 150 tons |
| Pilot’s Class Bonus: +3 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +2 | Base Purchase DC: 56 |
| Gunner’s Attack Bonus: +2 | Restriction: Military (+3) |
Attack: 2 fire-linked fusion beams –3 ranged (15d8) and 2 fire-linked CHE missiles –8 ranged (9d12/19–20); or 2 fire-linked CHE missiles –3 ranged (9d12/19–20) and 2 fire-linked fusion beams –8 ranged (15d8)
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)
Standard PL 6 Design Specs:
Engines: Ion engine, thrusters
Armor: Vanadium
Defense Systems: Autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked fusion beams (range incr. 3,000 ft.), 2 firelinked CHE missile launchers (8 missiles each)
Grappling Systems: Grapplers
DESTROYER (PL 6)
Destroyers take their name from the torpedo-boat destroyers of the late 19th century. They are integral to the defense of a task force, screening it against small craft and attack ships. Destroyers are often armed with one or two bombs or missiles useful against much larger ships. A destroyer is usually about 450 to 600 feet long and masses about 8,000 tons. It carries a crew of 150 to 200.
| Type: Light | Size: Colossal (–8 size) |
| Subtype: Destroyer | Tactical Speed: 3,000 ft. (6 sq.) |
| Defense: 11 | Length: 450 feet |
| Flat-footed Defense: 7 | Weight: 8,000 tons |
| Autopilot Defense: 7 | Targeting System Bonus: +3 |
| Hardness: 30 | Crew: 80 (expert +8) |
| Hit Dice: 80d20 (1,600 hp) | Passenger Capacity: 48 |
| Initiative Modifier: +4 | Cargo Capacity: 400 tons |
| Pilot’s Class Bonus: +5 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +4 | Base Purchase DC: 60 |
| Gunner’s Attack Bonus: +4 | Restriction: Military (+3) |
Attack: 4 fire-linked heavy neutron guns –1 ranged (20d8) and 2 fire-linked nuclear missiles –6 melee (24d8/19–20) and needle driver –6 melee (8d12); or 4 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 fire-linked heavy neutron guns –6 melee (20d8) and needle driver –6 melee (8d12)
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)
Standard PL 6 Design Specs:
Engines: Fusion torch, thrusters
Armor: Vanadium
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 4 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)
Grappling Systems: Grapplers
FRIGATE (PL 6)
A military vessel used for scouting and escort duties, the frigate is primarily intended to act as a screen for larger vessels against attacks by small craft.
| Type: Light | Size: Colossal (–8 size) |
| Subtype: Frigate | Tactical Speed: 3,000 ft. (6 sq.) |
| Defense: 11 | Length: 360 feet |
| Flat-footed Defense: 7 | Weight: 4,800 tons |
| Autopilot Defense: 7 | Targeting System Bonus: +3 |
| Hardness: 30 | Crew: 60 (expert +8) |
| Hit Dice: 60d20 (1,200 hp) | Passenger Capacity: 32 |
| Initiative Modifier: +4 | Cargo Capacity: 200 tons |
| Pilot’s Class Bonus: +5 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +4 | Base Purchase DC: 60 |
| Gunner’s Attack Bonus: +4 | Restriction: Military (+3) |
Attack: 2 fire-linked heavy neutron guns –1 ranged (15d8) and 2 nuclear missiles –6 ranged (16d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and 2 unlinked heavy neutron guns –6 ranged (10d8) and needle driver –6 ranged (8d12)
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)
Standard PL 6 Design Specs:
Engines: Fusion torch, thrusters
Armor: Vanadium
Defense Systems: Improved autopilot, improved damage control (3d10), magnetic field, point-defense system, radiation shielding, self-destruct system
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (8 missiles each), 1 needle driver (range incr. 4,000 ft.)
Grappling Systems: Grapplers
HAULER (PL 6)
The hauler is a space-going tug that drags heavy, nonpowered loads and modular cargo containers, though they have precious little cargo space of their own. Haulers are fitted with big power plants and huge engines, at the expense of crew quarters and armaments.
| Type: Light | Size: Colossal (–8 size) |
| Subtype: Hauler | Tactical Speed: 2,500 ft. (5 sq.) |
| Defense: 7 | Length: 450 feet |
| Flat-footed Defense: 5 | Weight: 6,000 tons |
| Autopilot Defense: 5 | Targeting System Bonus: +3 |
| Hardness: 20 | Crew: 8 (trained +4) |
| Hit Dice: 36d20 (720 hp) | Passenger Capacity: 8 |
| Initiative Modifier: +2 | Cargo Capacity: 3,300 tons |
| Pilot’s Class Bonus: +3 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +2 | Base Purchase DC: 56 |
| Gunner’s Attack Bonus: +2 | Restriction: Restricted (+2) |
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)
Standard PL 6 Design Specs:
Engines: Fusion torch, thrusters
Armor: Alloy plating
Defense Systems: Autopilot system, damage control system (2d10), point-defense system
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked heavy lasers (range incr. 4,000 ft.)
Grappling Systems: Grapplers
MEDIUMWEIGHT STARSHIP SUBTYPES
Mediumweight starships encompass cruisers, clippers, and most transports. They balance firepower and defense with speed and maneuverability.
A mediumweight starship measures 501–1,000 feet long. It occupies a 1,000-foot-by-1,000-foot fighting space (4 500-foot squares). In addition, all mediumweight starships share the following design specs.
Engines: All mediumweight starships have thrusters plus one other type of engine (see Starship Engines).
Armor: A mediumweight starship has one type of armor (see Starship Armor).
Defensive Systems: A mediumweight starship has a maximum of one defensive system per 25 Hit Dice (see Starship Defense Systems).
Sensors: A mediumweight starship has a maximum of three sensor systems (see Starship Sensors).
Communications: A mediumweight starship has up to two external communication systems (see Starship Comm Systems).
Weapons: A mediumweight starship has one beam, projectile, or missile weapon per 25 Hit Dice (see Starship Weapons).
These weapons are often fire-linked or arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).
Grappling Systems: A mediumweight starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).
MEDIUMWEIGHT SHIP DESCRIPTIONS
Specific subtypes of mediumweight starships are given here.
BULK FREIGHTER (PL 6)
Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.
| Type: Mediumweight | Size: Colossal (–8 size) |
| Subtype: Bulk freighter | Tactical Speed: 2,500 ft. (5 sq.) |
| Defense: 7 | Length: 800 feet |
| Flat-footed Defense: 5 | Weight: 32,000 tons |
| Autopilot Defense: 7 | Targeting System Bonus: +3 |
| Hardness: 20 | Crew: 8 (trained +4) |
| Hit Dice: 125d20 (2,500 hp) | Passenger Capacity: 8 |
| Initiative Modifier: +2 | Cargo Capacity: 20,000 tons |
| Pilot’s Class Bonus: +3 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +2 | Base Purchase DC: 60 |
| Gunner’s Attack Bonus: +2 | Restriction: Restricted (+2) |
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)
Standard PL 6 Design Specs:
Engines: Fusion torch, thrusters
Armor: Alloy plating
Defense Systems: Improved autopilot system, improved damage control (4d10), point-defense system, radiation shielding, sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 4 fire-linked heavy lasers (range incr. 4,000 ft.)
Grappling Systems: Grapplers
CLIPPER (PL 6)
This small liner or personnel transport is intended for passenger use, as opposed to heavy cargo. Clippers are frequently fitted with top-of-the-line engines for the best possible speed.
| Type: Mediumweight | Size: Colossal (–8 size) |
| Subtype: Clipper | Tactical Speed: 3,500 ft. (7 sq.) |
| Defense: 7 | Length: 850 feet |
| Flat-footed Defense: 5 | Weight: 27,000 tons |
| Autopilot Defense: 7 | Targeting System Bonus: +3 |
| Hardness: 30 | Crew: 32 (trained +4) |
| Hit Dice: 150d20 (3,000 hp) | Passenger Capacity: 80 |
| Initiative Modifier: +2 | Cargo Capacity: 10,000 tons |
| Pilot’s Class Bonus: +3 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +2 | Base Purchase DC: 60 |
| Gunner’s Attack Bonus: +2 | Restriction: Restricted (+2) |
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)
Standard PL 6 Design Specs:
Engines: Ion engine, thrusters
Armor: Vanadium
Defense Systems: Damage control (3d10), 1 decoy drone launcher (2 drones), improved autopilot system, magnetic field, point-defense system, radiation shielding
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 battery of 5 lasers (range incr. 3,000 ft.)
Grappling Systems: Grapplers
CRUISER (PL 6)
The cruiser is a warship that serves several roles. It may be part of a task force, escorting capital ships or laying mines. It may operate independently as a scout and raider. Conversely, it may serve in diplomatic and scientific tasks. Light cruisers frequently have outstanding endurance and can operate with little or no resupply for months on end. A cruiser hull could serve equally well as an escort carrier or assault transport.
| Type: Mediumweight | Size: Colossal (–8 size) |
| Subtype: Cruiser | Tactical Speed: 3,000 ft. (6 sq.) |
| Defense: 7 | Length: 720 feet |
| Flat-footed Defense: 5 | Weight: 28,800 tons |
| Autopilot Defense: 5 | Targeting System Bonus: +3 |
| Hardness: 30 | Crew: 120 (trained +4) |
| Hit Dice: 200d20 (4,000 hp) | Passenger Capacity: 80 |
| Initiative Modifier: +6 | Cargo Capacity: 7,200 tons |
| Pilot’s Class Bonus: +3 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +2 | Base Purchase DC: 64 |
| Gunner’s Attack Bonus: +2 | Restriction: Military (+3) |
Attack: Battery of 3 fusion beams –1 ranged (10d8/19–20) and battery of 3 CHE missiles –6 ranged (6d12/18–20); or Battery of 3 CHE missiles –1 ranged (6d12/18–20) and battery of 4 fusion beams –6 ranged (10d8/19–20)
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)
Standard PL 6 Design Specs:
Engines: Fusion torch, thrusters
Armor: Vanadium
Defense Systems: Autopilot system, 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), improved damage control (4d10), magnetic field, point-defense system, radiation shielding, self-destruct system
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 battery of 4 fusion beams (range incr. 3,000 ft.), 1 battery of 3 CHE missile launchers (24 missiles each), 1 minelayer (36 fusion mines with magnetic fields and stealth screens; 5d10×10 damage)
Grappling Systems: Grapplers
STRIKE CRUISER (PL 7)
These armored cruisers often serve as the centerpiece of raiding or patrolling task forces, especially if heavier warships are unavailable. Many strike cruisers are configured for task force command functions; the command cruiser is a common variant of this hull type. A strike cruiser hull could easily serve as a light carrier or assault carrier.
| Type: Mediumweight | Size: Colossal (–8 size) |
| Subtype: Strike cruiser | Tactical Speed: 3,500 ft. (7 sq.) |
| Defense: 11 | Length: 950 feet |
| Flat-footed Defense: 7 | Weight: 38,000 tons |
| Autopilot Defense: 7 | Targeting System Bonus: +5 |
| Hardness: 40 | Crew: 160 (expert +8) |
| Hit Dice: 250d20 (5,000 hp) | Passenger Capacity: 40 |
| Initiative Modifier: +8 | Cargo Capacity: 1,200 tons |
| Pilot’s Class Bonus: +5 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +4 | Base Purchase DC: 68 |
| Gunner’s Attack Bonus: +4 | Restriction: Military (+3) |
Attack: Battery of 4 antimatter guns +4 ranged (10d8/19–20) and battery of 3 plasma missiles –2 ranged (18d8/18–20); or Battery of 3 plasma missiles +3 ranged (18d8/18–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)
Attack of Opportunity: Point-defense system +5 ranged (3d12×10)
Standard PL 7 Design Specs:
Engines: Particle impulse engine, thrusters
Armor: Neutronite
Defense Systems: 1 chaff launcher (16 chaff bundles), improved autopilot system, improved damage control (4d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system
Sensors: Class V sensor array, improved targeting system
Communications: Drivesat comm array, mass transceiver
Weapons: 1 battery of 4 antimatter guns (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (8 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)
Grappling Systems: Grapplers, tractor beam emitter
HEAVY STARSHIP SUBTYPES
Heavy starships are the workhorses of space travel: battle cruisers, battleships, fleet carriers, tankers, liners, and heavy transports. They move relatively quickly—thanks to massive engines—but maneuver very slowly. Their real strength lies in their armor and armaments; even civilian heavy starships are built to take a pounding.
A heavy starship measures 1,001–1,500 feet long. It has a 1,500- foot-by-1,500-foot fighting space (9 500-foot squares).
In addition, all heavy starships share the following design specs.
Engines: All heavy starships have thrusters plus one other type of engine (see Starship Engines).
Armor: A heavy starship has one type of armor (see Starship Armor).
Defensive Systems: A heavy starship has a maximum of one defensive system per 50 Hit Dice (see Starship Defense Systems).
Sensors: A heavy starship has a maximum of three sensor systems (see Starship Sensors).
Communications: A heavy starship has two external communication systems (see Starship Comm Systems).
Weapons: A heavy starship has one beam, projectile, or missile weapon per 50 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).
Grappling Systems: A heavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).
HEAVY SHIP DESCRIPTIONS
Specific subtypes of heavy starships are given here.
BATTLESHIP (PL 6)
The mainstay of many spacefaring navies, the battleship is heavily armed and armored, although not very maneuverable. Battleships serve as the backbone of any battle fleet.
| Type: Heavy | Size: Colossal (–8 size) |
| Subtype: Battleship | Tactical Speed: 3,000 ft. (6 sq.) |
| Defense: 11 | Length: 1,250 feet |
| Flat-footed Defense: 7 | Weight: 125,000 tons |
| Autopilot Defense: 7 | Targeting System Bonus: +3 |
| Hardness: 30 | Crew: 400 (expert +8) |
| Hit Dice: 400d20 (8,000 hp) | Passenger Capacity: 200 |
| Initiative Modifier: +4 | Cargo Capacity: 30,000 tons |
| Pilot’s Class Bonus: +5 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +4 | Base Purchase DC: 72 |
| Gunner’s Attack Bonus: +4 | Restriction: Military (+3) |
Attack: Battery of 3 heavy neutron guns +1 ranged (10d8/19–20) and 2 fire-linked nuclear missiles –6 ranged (24d8/19–20) and needle driver –6 ranged (8d12); or 2 fire-linked nuclear missiles –1 ranged (24d8/19–20) and battery of 3 heavy neutron guns –4 ranged (10d8/19–20) and needle driver –6 ranged (8d12)
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)
Standard PL 6 Design Specs:
Engines: Fusion torch, thrusters
Armor: Vanadium
Defense Systems: 1 chaff launcher (16 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 battery of 4 heavy neutron guns (range incr. 6,000 ft.), 2 fire-linked nuclear missile launchers (16 missiles each), 1 needle driver (range incr. 4,000 ft.)
Grappling Systems: Grapplers
FLEET CARRIER (PL 6)
The fleet carrier has the ability to launch devastating attacks from millions of miles away, in the form of large numbers of fighters or assault fighters. Most fleet carriers are lightly armed, as they rely on their escorting vessels and payload of fighters to defend them against attack.
In addition to its normal cargo capacity, a fleet carrier can hold 16 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A fleet carrier can deploy up to 4 ultralight craft as a move action.
| Type: Heavy | Size: Colossal (–8 size) |
| Subtype: Fleet carrier | Tactical Speed: 3,000 ft. (6 sq.) |
| Defense: 11 | Length: 1,400 feet |
| Flat-footed Defense: 7 | Weight: 140,000 tons |
| Autopilot Defense: 7 | Targeting System Bonus: +3 |
| Hardness: 30 | Crew: 320 (expert +8) |
| Hit Dice: 500d20 (10,000 hp) | Passenger Capacity: 80 |
| Initiative Modifier: +6 | Cargo Capacity: 40,000 tons |
| Pilot’s Class Bonus: +5 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +4 | Base Purchase DC: 72 |
| Gunner’s Attack Bonus: +4 | Restriction: Military (+3) |
Attack: Battery of 5 neutron guns +3 ranged (6d8/19–20) and 2 batteries of 2 CHE missiles –5 ranged (6d12/18–20)
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)
Standard PL 6 Design Specs:
Engines: Fusion torch, thrusters
Armor: Vanadium
Defense Systems: 2 chaff launchers (8 chaff bundles each), 2 decoy drone launchers (4 drones each), improved autopilot system, improved damage control (5d10), magnetic field, point-defense system, radiation shielding, self-destruct system
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 battery of 5 neutron guns (range incr. 5,000 ft.), 2 batteries of 2 CHE missile launchers (4 launchers total, 16 missiles each)
Grappling Systems: Grapplers
HEAVY TRANSPORT (PL 6)
The heavy transport is designed to move great amounts of specialized cargo such as bulk freight, containerized freight, or roll-on/rolloff vehicle storage.
| Type: Heavy | Size: Colossal (–8 size) |
| Subtype: Heavy transport | Tactical Speed: 3,000 ft. (6 sq.) |
| Defense: 7 | Length: 1,320 feet |
| Flat-footed Defense: 5 | Weight: 120,000 tons |
| Autopilot Defense: 7 | Targeting System Bonus: +3 |
| Hardness: 30 | Crew: 24 (trained +4) |
| Hit Dice: 350d20 (7,000 hp) | Passenger Capacity: 20 |
| Initiative Modifier: +2 | Cargo Capacity: 60,000 tons |
| Pilot’s Class Bonus: +3 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +2 | Base Purchase DC: 68 |
| Gunner’s Attack Bonus: +2 | Restriction: Restricted (+2) |
Attack: Battery of 3 heavy lasers –1 ranged (8d8/19–20) and battery of 3 gauss guns –6 ranged (8d12/19–20); or Battery of 3 gauss guns –1 ranged (8d8/19–20) and battery of 3 heavy lasers –6 ranged (8d12/19–20)
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)
Standard PL 6 Design Specs:
Engines: Fusion torch, thrusters
Armor: Vanadium
Defense Systems: Damage control system (4d10), decoy drone launcher (2 drones), improved autopilot, magnetic field, point-defense system, radiation shielding, sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 battery of 3 heavy lasers (range incr. 4,000 ft.), 1 battery of 3 gauss guns (range incr. 4,000 ft.)
Grappling Systems: Grapplers
TANKER (PL 6)
A tanker is a large starship intended for the transport of large quantities of gases or liquids. It can be adapted for other forms of cargo storage, but most ships of this size carry water, hydrogen, petrochemicals, or oxygen.
| Type: Heavy | Size: Colossal (–8 size) |
| Subtype: Tanker | Tactical Speed: 3,500 ft. (7 sq.) |
| Defense: 7 | Length: 1,200 feet |
| Flat-footed Defense: 5 | Weight: 120,000 tons |
| Autopilot Defense: 7 | Targeting System Bonus: +3 |
| Hardness: 30 | Crew: 32 (trained +4) |
| Hit Dice: 250d20 (5,000 hp) | Passenger Capacity: 8 |
| Initiative Modifier: +2 | Cargo Capacity: 52,000 tons |
| Pilot’s Class Bonus: +3 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +2 | Base Purchase DC: 64 |
| Gunner’s Attack Bonus: +2 | Restriction: Restricted (+2) |
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)
Standard PL 6 Design Specs:
Engines: Ion engine, thrusters
Armor: Vanadium
Defense Systems: Damage control system (4d10), improved autopilot, point-defense system, radiation shielding, sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 1 battery of 4 heavy lasers (range incr. 4,000 ft)
Grappling Systems: Grapplers
BATTLE CRUISER (PL 7)
The battle cruiser is a formidable warship that sacrifices weight of armor in exchange for speed. Its heavy weapons can make short work of any smaller vessel, and it can usually outrun anything big enough to stand up to it in a fair fight.
| Type: Heavy | Size: Colossal (–8 size) |
| Subtype: Battle Cruiser | Tactical Speed: 4,000 ft. (8 sq.) |
| Defense: 11 | Length: 1,360 feet |
| Flat-footed Defense: 7 | Weight: 140,000 tons |
| Autopilot Defense: 7 | Targeting System Bonus: +5 |
| Hardness: 30 | Crew: 320 (expert +8) |
| Hit Dice: 450d20 (9,000 hp) | Passenger Capacity: 160 |
| Initiative Modifier: +4 | Cargo Capacity: 50,000 tons |
| Pilot’s Class Bonus: +5 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +4 | Base Purchase DC: 72 |
| Gunner’s Attack Bonus: +4 | Restriction: Military (+3) |
Attack: 4 fire-linked heavy particle beams +1 ranged (32d8) and 1 battery of 3 plasma missiles –2 ranged (18d8/18–20)
Attack of Opportunity: Point-defense +5 ranged (4d12×10)
Standard PL 7 Design Specs:
Engines: Particle impulse engine, thrusters
Armor: Cerametal
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (4 drones), improved autopilot, improved damage control (5d10), magnetic field, particle field, radiation shielding, self-destruct system
Sensors: Class IV sensor array, improved targeting system
Communications: Drivesat comm array, mass transceiver
Weapons: 4 fire-linked heavy particle beams (range incr. 5,000 ft.), 1 battery of 3 plasma missile launchers (16 missiles each), 1 minelayer (50 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)
Grappling Systems: Tractor beam emitter
LINER (PL 7)
This is a full-sized passenger ship. Although any vessel this size can’t avoid carrying some cargo, the liner specializes in moving a large number of passengers, usually in varying degrees of luxury.
| Type: Heavy | Size: Colossal (–8 size) |
| Subtype: Liner | Tactical Speed: 4,000 ft. (8 sq.) |
| Defense: 7 | Length: 1,200 feet |
| Flat-footed Defense: 5 | Weight: 84,000 tons |
| Autopilot Defense: 7 | Targeting System Bonus: +5 |
| Hardness: 30 | Crew: 200 (trained +4) |
| Hit Dice: 250d20 (5,000 hp) | Passenger Capacity: 800 |
| Initiative Modifier: +2 | Cargo Capacity: 40,000 tons |
| Pilot’s Class Bonus: +3 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +2 | Base Purchase DC: 68 |
| Gunner’s Attack Bonus: +2 | Restriction: Restricted (+2) |
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)
Attack of Opportunity: Point-defense system +5 ranged (4d12×10}
Standard PL 7 Design Specs:
Engines: Induction engine, thrusters
Armor: Cerametal
Defense Systems: Damage control (4d10), improved autopilot system, particle field, point-defense system
Sensors: Class IV sensor array, improved targeting system
Communications: Drivesat comm array, mass transceiver
Weapons: 1 battery of 4 plasma cannons (range incr. 3,000 ft.)
Grappling Systems: Tractor beam emitter
SUPERHEAVY STARSHIP SUBTYPES
Superheavy starships include mammoth, ponderous dreadnoughts, super-carriers, and super-freighters.
A superheavy starship measures 1,501 feet long or longer. The smallest superheavy starships (measuring 1,501–2,000 feet long) have a 2,000-foot-by-2,000-foot fighting space (16 500-foot squares), although larger fighting spaces are possible.
In addition, all superheavy starships share the following design specs.
Engines: All superheavy starships have thrusters plus as many as two other types of engine (see Starship Engines).
Armor: A superheavy starship has one type of armor (see Starship Armor).
Defensive Systems: A superheavy starship has a maximum of one defensive system per 150 Hit Dice (see Starship Defense Systems).
Sensors: A superheavy starship has a maximum of three sensor systems (see Starship Sensors).
Communications: A superheavy starship has two external communication systems (see Starship Comm Systems).
Weapons: A superheavy starship has one beam, projectile, or missile weapon per 150 Hit Dice (see Starship Weapons). These weapons are often arrayed in batteries. A minelayer is considered a single weapon. Although it weighs no more than a few thousand pounds, each mine consumes 100 tons of a ship’s cargo capacity (most of it taken up by the launch system and radiation shielding).
Grappling Systems: A superheavy starship may have up to two grappling systems (see Grappling Systems). Each grappling system takes away one of the ship’s weapon slots (see above).
SUPERHEAVY SHIP DESCRIPTIONS
Specific subtypes of superheavy starships are given here.
COLONY SHIP (PL 7)
This massive vessel is designed to haul everything a new colony needs to get started. Its cavernous storage decks can accommodate thousands of colonists with heavy machinery, prefabricated buildings, equipment, and supplies throughout the long trip to a new world.
| Type: Superheavy | Size: Colossal (–8 size) |
| Subtype: Colony ship | Tactical Speed: 4,000 ft. (8 sq.) |
| Defense: 7 | Length: 2,000 feet |
| Flat-footed Defense: 5 | Weight: 400,000 tons |
| Autopilot Defense: 7 | Targeting System Bonus: +5 |
| Hardness: 30 | Crew: 400 (trained +4) |
| Hit Dice: 800d20 (16,000 hp) | Passenger Capacity: 2,000 |
| Initiative Modifier: +2 | Cargo Capacity: 100,000 tons |
| Pilot’s Class Bonus: +3 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +2 | Base Purchase DC: 72 |
| Gunner’s Attack Bonus: +2 | Restriction: Restricted (+2) |
Attack: Battery of 4 particle beams +2 ranged (12d8/19–20) and battery of 2 plasma missiles –5 ranged (18d8/18–20); or Battery of 2 plasma missiles +0 ranged (18d8/18–20) and battery of 4 particle beams –3 ranged (12d8/19–20)
Attack of Opportunity: Point-defense system +5 ranged (5d12×10}
Standard PL 7 Design Specs:
Engines: Particle impulse engine, photon sails, thrusters
Armor: Cerametal
Defense Systems: Improved autopilot system, improved damage control (6d10), magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system
Sensors: Class IV sensor array, improved targeting system
Communications: Drivesat comm array, mass transceiver
Weapons: 1 battery of 4 particle beams (range incr. 4,000 ft.), 1 battery of 2 plasma missile launchers (16 missiles each)
Grappling Systems: Grapplers, tractor beam emitter
DREADNOUGHT (PL 7)
The mightiest ships found in the battle lines of a stellar navy, dreadnoughts are titanic vessels armed with awesome firepower and virtually impregnable defenses. Its fighting space takes up 36 500-foot squares (a 6-square-by-6-square area).
| Type: Superheavy | Size: Colossal (–8 size) |
| Subtype: Dreadnought | Tactical Speed: 3,500 ft. (7 sq.) |
| Defense: 11 | Length: 2,750 feet |
| Flat-footed Defense: 7 | Weight: 540,000 tons |
| Autopilot Defense: 7 | Targeting System Bonus: +5 |
| Hardness: 40 | Crew: 2,000 (expert +8) |
| Hit Dice: 1,200d20 (24,000 hp) | Passenger Capacity: 1,600 |
| Initiative Modifier: +6 | Cargo Capacity: 120,000 tons |
| Pilot’s Class Bonus: +5 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +4 | Base Purchase DC: 80 |
| Gunner’s Attack Bonus: +4 | Restriction: Military (+3) |
Attack: 4 fire-linked quantum cannons +1 ranged (32d8) and battery of 4 heavy mass cannons –1 ranged (10d12/19–20) and 2 fire-linked mass reaction missiles –4 ranged (20d8/18–20)
Attack of Opportunity: Point-defense system +5 ranged (5d12×10}
Standard PL 7 Design Specs:
Engines: Induction engine, thrusters
Armor: Neutronite
Defense Systems: 1 chaff launcher (8 chaff bundles), 1 decoy drone launcher (8 drones), displacer, improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system
Sensors: Class V sensors, improved targeting system
Communications: Drivesat comm array, mass transceiver
Weapons: 1 battery of 4 heavy mass cannons (range incr. 6,000 ft.), 4 fire-linked quantum cannons (range incr. 6,000 ft.), 1 battery of 2 mass reaction missile launchers (60 missiles each), 1 minelayer (100 gravitic mines with displacers, magnetic fields, and particle fields; 10d10×10 damage)
Grappling Systems: Tractor beam emitter
STAR CARRIER (PL 7)
A larger version of the fleet carrier, the star carrier serves as a mobile base for smaller craft. A star carrier’s fighting space takes up 36 500- foot squares (a 6-square-by-6-square area).
In addition to its normal cargo capacity, a star carrier can hold 72 fighters or assault fighters. Its listed crew complement does not include the ace pilots who fly these fighter craft. (Pilots count against the passenger capacity.) A star carrier can deploy up to 8 ultralight craft as a move action.
| Type: Superheavy | Size: Colossal (–8 size) |
| Subtype: Star carrier | Tactical Speed: 3,500 ft. (7 sq.) |
| Defense: 11 | Length: 3,000 feet |
| Flat-footed Defense: 7 | Weight: 600,000 tons |
| Autopilot Defense: 7 | Targeting System Bonus: +5 |
| Hardness: 40 | Crew: 2,400 (expert +8) |
| Hit Dice: 1,000d20 (20,000 hp) | Passenger Capacity: 600 |
| Initiative Modifier: +6 | Cargo Capacity: 200,000 tons |
| Pilot’s Class Bonus: +5 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +4 | Base Purchase DC: 80 |
| Gunner’s Attack Bonus: +4 | Restriction: Military (+3) |
Attack: Battery of 5 mass cannons +5 ranged (8d12/19–20) and battery of 4 antimatter guns –1 ranged (10d8/19–20)
Attack of Opportunity: Point-defense system +5 ranged (5d12×10}
Standard PL 7 Design Specs:
Engines: Induction engine, thrusters
Armor: Neutronite
Defense Systems: 1 decoy drone launcher (4 drones), improved autopilot system, improved damage control (6d10), light fortification, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system.
Sensors: Class V sensors, improved targeting system
Communications: Drivesat comm array, mass transceiver
Weapons: 1 battery of 5 mass cannons (range incr. 5,000 ft.), 1 battery of 4 antimatter guns (range incr. 5,000 ft.)
Grappling Systems: Tractor beam emitter
STAR FREIGHTER (PL 7)
The largest of the starships built for routine commercial purposes, the star freighter can be modified to serve as a super-tanker or super-transport.
| Type: Superheavy | Size: Colossal (–8 size) |
| Subtype: Freighter | Tactical Speed: 4,000 ft. (8 sq.) |
| Defense: 7 | Length: 1,800 feet |
| Flat-footed Defense: 5 | Weight: 320,000 tons |
| Autopilot Defense: 7 | Targeting System Bonus: +3 |
| Hardness: 30 | Crew: 40 (trained +4) |
| Hit Dice: 800d20 (16,000 hp) | Passenger Capacity: 24 |
| Initiative Modifier: +2 | Cargo Capacity: 200,000 tons |
| Pilot’s Class Bonus: +3 | Grapple Modifier: +16 |
| Pilot’s Dex Modifier: +2 | Base Purchase DC: 76 |
| Gunner’s Attack Bonus: +2 | Restriction: Restricted (+2) |
Attack: 2 batteries of 3 heavy particle beams –1 ranged (16d8/19–20)
Attack of Opportunity: Point-defense system +5 ranged (5d12×10}
Standard PL 7 Design Specs:
Engines: Particle impulse engine, thrusters
Armor: Cerametal
Defense Systems: Damage control system (5d10), improved autopilot system, magnetic field, particle field, point-defense system, radiation shielding, repair drones, self-destruct system
Sensors: Class IV sensor array, improved targeting system
Communications: Drivesat comm array, mass transceiver
Weapons: 2 batteries of 3 heavy particle beams (range incr. 5,000 ft.)
Grappling Systems: Grapplers, tractor beam emitter
STARSHIP CLASS TEMPLATES
A starship class template allows the creation of modified or improved versions of the various starship subtypes presented above. A template usually has an evocative name, giving rise to such ships as the Lightning-class frigate or the Katana-class assault fighter.
A starship class template is nothing more than an alternative list of design specs that allow players and GMs to increase (or decrease) a ship’s Hit Dice and swap out some or all of a starship’s systems. The following starship class templates are presented as examples:
LIGHTNING-CLASS TEMPLATE (PL 7)
The Lightning-class template can be applied to any PL 6 light starship. The starship’s design specs should be adjusted as follows.
Engine Upgrade: Induction engine, thrusters (tactical speed +1,000 feet).
Armor Upgrade: Neutronite (hardness 40, tactical speed –500 feet).
Defense System Upgrade: Light fortification (25% chance to ignore a critical hit; replaces a PL 5 or PL 6 defense system).
Sensors Upgrade: Class V sensor array (+2 initiative), improved targeting system (targeting system bonus +5).
Communications Upgrade: Drivesat comm array, mass transceiver.
Weapons Upgrade: 2 fire-linked quantum cannons (24d8 damage; range incr. 6,000 ft.; replaces PL 5 or PL 6 fire-linked weapon system).
Grappling System Upgrade: Tractor beam emitter (replaces grapplers).
KATANA-CLASS TEMPLATE (PL 8)
The Katana-class template can be applied to any ultralight fighter or assault fighter. The starship’s design specs should be adjusted as follows.
Hit Dice: Increase by +1d20.
Engine Upgrade: Inertial flux engine, thrusters (tactical speed +1,500 feet).
Armor Upgrade: Ablative (hardness 40).
Defense System Upgrade: Advanced damage control (3d10), magnetic field, medium fortification (50% chance to ignore a critical hit; replaces a PL 6 or PL 7 defense system).
Sensors Upgrade: Class VII sensor array (+2 initiative), improved targeting system, Achilles targeting software (increases threat range of all weapon systems by 1).
Communications Upgrade: Drive transceiver.
Weapons Upgrade: 2 fire-linked maser cannons (18d8 damage; range incr. 6,000 ft.; replaces PL 6 o r PL 7 fire-linked weapon system).
STARSHIP ENGINES
A starship’s engine determines how fast the ship moves. The more efficient the engine, the faster it can move the ship—and the more expensive it is. In addition, certain low-tech engines burn fuel of some sort, increasing the operational cost. In space, fuel-burning engines rely on vector jets to adjust their course, using fuel only in short, controlled burns to increase momentum.
To build a starship engine from scratch, a character must succeed at a Craft (mechanical) check (DC 30) after investing 120 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the engine’s purchase DC.
Installing an engine requires a successful Craft (mechanical) check (DC 30) after investing 60 hours in the process. A character without a mechanical tool kit takes a –4 penalty on the skill check.
The various types of engines are listed below.
Minimum Ship Size: The minimum size the starship must be to have this type of engine.
Tactical Speed Bonus: The bonus that the engine provides to the starship’s tactical speed, given in feet and squares.
Purchase DC: The engine’s purchase DC.
THRUSTERS (PL 5)
Thrusters can propel a ship through a planetary atmosphere and land it safely on a planetary surface. Thrusters also serve as secondary engines when primary engines fail or shut down. Common types of thrusters include the scramjet, chemical rocket, repulsion thrust, or powered airfoil, although the exact form doesn’t matter.
A ship with thrusters as its primary source of propulsion must refuel after every battle or every orbital mission. Thruster fuel has a purchase DC of 31.
Minimum Ship Size: Huge.
Tactical Speed Bonus: +0 feet.
Purchase DC: 10 + one-half the base purchase DC of the starship.
FUSION TORCH (PL 6)
This engine consists of a fusion reactor with one wall of the magnetic bottle missing, directing the thrust in the form of super-heated plasma. The fusion torch is intended for space-only applications; its exhaust stream would melt anything it landed on and incinerate everything within a few hundred yards of ground zero; it also expels a tremendous amount of radiation. Many ships fitted with fusion torch rockets use thrusters for atmospheric travel. Otherwise, they must remain permanently in space, relying on shuttlecraft to reach a planet’s surface. The fusion torch uses hydrogen for fuel.
A ship using a fusion torch as its primary source of propulsion must refuel after every three battles or interplanetary trips. Fusion torch fuel has a purchase DC of 23.
Minimum Ship Size: Gargantuan.
Tactical Speed Bonus: +500 feet (+1 square).
Purchase DC: 10 + one-half the base purchase DC of the starship.
ION ENGINE (PL 6)
The ion engine generates power to break down molecules of a fuel material to create ions, and then expels them by means of a magnetic impeller. It doesn’t provide as effective a mass-thrust ratio as the fusion torch, but it’s more fuel efficient, and its exhaust is not nearly as dangerous. Ion engines don’t function in any kind of atmosphere, so most ships with this kind of power plant also come equipped with thrusters.
A ship using an ion engine as its primary source of propulsion must refuel after every five battles or interplanetary trips. Ion engine fuel has a purchase DC of 29.
Minimum Ship Size: Huge.
Tactical Speed Bonus: +500 feet (+1 square).
Purchase DC: 15 + one-half the base purchase DC of the starship.
PHOTON SAILS (PL 6)
Photon sails are immense but extremely fragile foil structures only a few molecules thick. Light pressure from a nearby star (or laser drive station, when available) provides motive force. The sails’ acceleration rates drop to half if the ship is beyond the edge of a star system and drop to one-quarter if the only available light is starlight. The sails can be wrecked by minor damage, but every ship equipped with photon sails carries at least three spare sets. Unfortunately, it takes 12 hours to replace damaged sails, though deployment or stowage of the sails takes only 1 minute.
In combat, any weapon hit against a sail-driven starship destroys the deployed photon sails and prevents the ship from moving until the sails are replaced. The sail-ship continues on its last course and retains its former speed until the sails are replaced. Accordingly, most sail-ships carry a secondary propulsion system (such as thrusters or an ion engine) for emergency maneuvering and sailing against the sun. Photon sails are completely useless in atmosphere—in fact, they’re instantly destroyed by atmospheric entry—making a secondary propulsion system a virtual necessity for most sail-ships.
Minimum Ship Size: Gargantuan.
Tactical Speed Bonus: None.
Purchase DC: 10 + one-quarter the base purchase DC of the starship (per set of photon sails).
INDUCTION ENGINE (PL 7)
Hands-down the best engine available at this or any previous Progress Level, the induction engine uses artificial gravity to provide incredible thrust and maneuverability. The induction engine requires no fuel and produces no exhaust; it’s ideal for atmospheric, orbital, or deep-space work.
Minimum Ship Size: Huge.
Tactical Speed Bonus: +1,000 feet (+2 squares).
Purchase DC: 15 + one-half the base purchase DC of the starship.
PARTICLE IMPULSE ENGINE (PL 7)
The particle impulse engine is the next evolutionary step of the PL 6 ion engine. It uses magnetic fields to produce a constant stream of high-energy particles, as well as to provide vectored thrust. The major advancement of the particle impulse drive over the ion drive is that the particle impulse engine uses a negligible amount of fuel, which it also manufactures. The drive’s reaction is so efficient that the tiny amounts of matter present in interplanetary or interstellar space can be collected through weak magnetic fields and converted into a thrust medium. Better still, the particle impulse engine is capable of atmospheric entry. It causes some damage to any surface close to its exhaust ports, but nowhere near as much damage as PL 6 engines do.
Minimum Ship Size: Gargantuan.
Tactical Speed Bonus: +1,000 feet (+2 squares).
Purchase DC: 10 + one-half the base purchase DC of the starship.
GRAVITIC REDIRECTOR (PL 8)
A refinement of the induction engine, the gravitic redirector creates a gravitic singularity—essentially, a sub-microscopic black hole—in the vicinity of the ship, producing a constant pull on the ship. By changing the location of the singularity relative to the ship, the pilot can change the direction of the ship’s travel. The gravitic redirector is more powerful and more efficient than the induction engine, and at the height of the technology’s heyday, virtually foolproof. A gravitic redirector does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.
Minimum Ship Size: Colossal.
Tactical Speed Bonus: +1,500 feet (+3 squares).
Purchase DC: 10 + one-half the base purchase DC of the starship.
INERTIAL FLUX ENGINE (PL 8)
By precisely controlling the quantum energy level of every atom on the ship simultaneously, the inertial flux engine assumes the inertial states necessary to produce motion in any direction. In effect, by operating the controls, the pilot chooses from instant to instant what vector the ship’s atoms will next possess, and the inertial flux engine alters them simultaneously—along with everything else aboard, including the crew and passengers. An inertial flux engine does not operate within a planetary atmosphere, and most ships fitted with this kind of engine also have secondary thrusters or rely on shuttlecraft.
Minimum Ship Size: Gargantuan.
Tactical Speed Bonus: +1,500 feet (+3 squares).
Purchase DC: 15 + one-half the base purchase DC of the starship.
SPATIAL COMPRESSOR (PL 9)
The most advanced engine available, the spatial compressor surrounds the ship in a field that “folds” or “wrinkles” the fabric of space in the direction the pilot wishes to travel. This results in a continuous series of micro-jumps in which the ship flickers into and out of reality, teleporting thousands of times every second.
Since the ship has no intrinsic velocity (it’s stationary while it teleports), the spatial compressor can instantaneously stop or change direction and thrust vector without any maneuvering whatsoever.
However, the engine still needs to build up cyclic speed to increase the frequency of its microjumps, so it accelerates normally. The spatial compressor requires a lot of power, but no fuel. It is safe for atmospheric flight.
Minimum Ship Size: Colossal.
Tactical Speed Bonus: +2,000 feet (+4 squares).
Purchase DC: 10 + one-half the base purchase DC of the starship.
STARSHIP ARMOR
A starship can have only one type of armor installed. To surround a starship’s hull in armor or to upgrade the armor, a character must succeed at a Craft (structural) check (DC 30) after investing 600 hours in its assembly. A character without a mechanical tool kit takes a –4 penalty on the skill check. The character must also make a Wealth check against the armor’s (or upgraded armor’s) purchase DC.
Different types of starship armor are presented below.
Hardness: The amount of damage the armor absorbs from a weapon hit or collision.
Tactical Speed Penalty: The amount by which the armor reduces the starship’s tactical speed, given in feet and squares.
Weight: The armor’s weight.
Purchase DC: The armor’s purchase DC.
Restriction: The restriction rating of the armor.
ALLOY PLATING (PL 5)
Alloy plating is made of advanced metal alloys engineered for high resistance to attacks at relatively low weights.
Hardness: 20.
Tactical Speed Penalty: –500 feet (–1 square).
Weight: One-eighth the weight of the starship (rounded down).
Purchase DC: 15 + one-half the base purchase DC of the starship.
Restriction: None.
POLYMERIC (PL 6)
Polymeric armor is made up of advanced polymers, such as carbon fiber and high-grade fiberglass. It is relatively cheap and light, but doesn’t offer tremendous protection.
Hardness: 20.
Tactical Speed Penalty: None.
Weight: One-tenth the weight of the starship (rounded down).
Purchase DC: 10 + one-half the base purchase DC of the starship.
Restriction: Licensed (+1).
VANADIUM (PL 6)
Interlocking plates of light vanadium alloy absorb a respectable amount of damage and are easy to mold to a starship’s hull.
Hardness: 30.
Tactical Speed Penalty: None.
Weight: One-eighth the weight of the starship (rounded down).
Purchase DC: 15 + one-half the base purchase DC of the starship.
Restriction: Military (+3).
CERAMETAL (PL 7)
Combining the heat-resistant qualities of tough ceramics with the ductile strength of metal, cerametal armor offers a good compromise between protection and economy.
Hardness: 30.
Tactical Speed Penalty: None.
Weight: One-eighth the weight of the starship (rounded down).
Purchase DC: 10 + one-half the base purchase DC of the starship.
Restriction: Licensed (+1).
DEFLECTIVE (PL 7)
Deflective armor is composed of a shiny, light, flexible polymer especially good at neutralizing energy damage but less effective against ballistic attacks.
Hardness: 20 against attacks that deal ballistic damage, 40 against all other attacks.
Tactical Speed Penalty: None.
Weight: One-tenth the weight of the starship (rounded down).
Purchase DC: 15 + one-half the base purchase DC of the starship.
Restriction: Military (+3).
NEUTRONITE (PL 7)
Neutronite is a tough steel alloy into which a “weave” of free neutrons has been pressed. It is extremely resilient but also incredibly massive, weighing about five times more than a similar volume of lead.
Hardness: 40.
Tactical Speed Penalty: –500 feet (–1 square).
Weight: One-quarter the weight of the starship (rounded down).
Purchase DC: 15 + one-half the base purchase DC of the starship.
Restriction: Military (+3).
ABLATIVE (PL 8)
This silvery, reflective armor is amazingly thin, yet has tremendous tensile strength and the ability to absorb damage better than most kinds of armor plating.
Hardness: 40.
Tactical Speed Penalty: None.
Weight: One-tenth the weight of the starship (rounded down).
Purchase DC: 15 + one-half the base purchase DC of the starship.
Restriction: Military (+3).
NANOFLUIDIC (PL 8)
Consisting of a thick layer of gel-like fluid sandwiched in a neutronite structure, nanofluidic armor is “smart” armor—it concentrates at the point of impact to blunt physical blows and circulates around heat sources to dissipate energy.
Hardness: 50.
Tactical Speed Penalty: –500 feet (–1 square).
Weight: One-quarter the weight of the starship (rounded down).
Purchase DC: 15 + one-half the base purchase DC of the starship.
Restriction: Military (+3).
STARSHIP DEFENSE SYSTEMS
Armor does an admirable job of preventing damage to the superstructure of a starship, but it’s really only the last line of defense. Since the late Industrial Age, aircraft have been outfitted with an ever-increasing number of defensive systems designed to avoid or avert damage to a craft’s hull—or to repair it before catastrophe occurs.
To build a defense system from scratch, a character must succeed at a Craft (electronic) check (DC 30) and a Craft (mechanical) check after investing 60 hours in its assembly. A character without an electrical or mechanical tool kit takes a –4 penalty on the appropriate skill check. The character must also make a Wealth check against the system’s purchase DC.
Installing a defensive system requires a successful Craft (mechanical) check (DC 30) after investing 30 hours. A character without a mechanical tool kit takes a –4 penalty on the skill check.
Different types of defensive systems are detailed below.
Purchase DC: The purchase DC of the system.
Restriction: The level of license required to purchase the system legally.
AUTOPILOT SYSTEM (PL 5)
An autopilot system “kicks in” whenever the pilot is unable to fly the starship. An autopilot system isn’t as good at avoiding attacks as a living pilot, but it’s better than nothing. Larger vessels have more adaptive autopilot systems than smaller ships (although this increased sophistication doesn’t outweigh the penalties associated with the ships’ larger sizes).
An autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +1, Gargantuan +2, Colossal +4. This bonus applies only when the autopilot system is engaged.
Purchase DC: 5 + one-quarter the base purchase DC of the starship.
Restriction: None.
DAMAGE CONTROL SYSTEM (PL 5)
A starship equipped with a damage control system can perform damage control as a move action. With a successful Repair check (DC 15), the ship regains a number of hit points depending on its type, as shown on Table: Damage Control Systems. Damage control cannot be performed if the ship has been reduced to negative hit points.
Purchase DC: Varies by starship type (see Table: Damage Control Systems).
Restriction: None.
| Ship Type | Hit Points Restored | Purchase DC |
|---|---|---|
| Ultralight | 1d10 | 18 |
| Light | 2d10 | 22 |
| Mediumweight | 3d10 | 27 |
| Heavy | 4d10 | 33 |
| Superheavy | 5d10 | 40 |
SENSOR JAMMER (PL 5)
A sensor jammer interferes with radar and enemy sensor scans. It also confounds missile guidance systems.
Sensor checks made against a ship with an active sensor jammer take a –5 penalty. In addition, the ship gains one-half concealment against missile attacks (20% miss chance).
Any ship with a Class III sensor system (or better) is not subject to the effects of the sensor jammer, ignoring the penalty and miss chance.
Purchase DC: 5 + one-half the base purchase DC of the starship.
Restriction: Military (+3).
AUTOPILOT SYSTEM, IMPROVED (PL 6)
An improved autopilot system provides an equipment bonus to the starship’s Defense depending on the ship’s size: Huge +3, Gargantuan +4, Colossal +5. This bonus applies only when the autopilot system is engaged. An improved autopilot system replaces the PL 5 autopilot system.
Purchase DC: 5 + one-half the base purchase DC of the starship.
Restriction: None.
CHAFF LAUNCHER (PL 6)
Chaff consists of a cloud of millions of tiny metal strips or particles. This detritus interferes with sensors and missiles. Deploying chaff— usually via a small bundle from the rear or underside of a starship—is a move action. The chaff fills one 500-foot square with these strips or particles. Sensor scans directed at anything within the square take a –10 penalty, and sca