Starship Types

Morrus

Well, that was fun
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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.


[h=5]STARSHIP STATISTICS[/h] 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.
[h=4]IMPROVING A STARSHIP’S STATISTICS[/h] 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.

[h=1]STARSHIPS - ULTRALIGHT STARSHIPS[/h]
[h=5]ULTRALIGHT STARSHIP SUBTYPES[/h] 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).
[h=5]ULTRALIGHT SHIP DESCRIPTIONS[/h] Specific subtypes of ultralight starships are given here.
[h=4]ORBITAL SHUTTLE (PL 5)[/h] 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: UltralightSize: Gargantuan (–4 size)
Subtype: Orbital shuttleTactical Speed: 2,500 ft. (5 sq.)
Defense: 11Length: 60 ft.
Flat-footed Defense: 9Weight: 220,000 lb.
Autopilot Defense: 8Targeting System Bonus: -
Hardness: 20Crew: 4 (trained +4)
Hit Dice: 6d20 (120 hp)Passenger Capacity: 12
Initiative Modifier: +2Cargo Capacity: 22,000 lb.
Pilot’s Class Bonus: +3Grapple Modifier: +12
Pilot’s Dex Modifier: +2Base Purchase DC: 52
Gunner’s Attack Bonus: -Restriction: Restricted (+2)
Attack: None
Attack of Opportunity: None
[h=6]STANDARD PL 5 DESIGN SPECS:[/h] 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

[h=4]COURIER (PL 6)[/h] 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: UltralightSize: Gargantuan (–4 size)
Subtype: CourierTactical Speed: 3,000 ft. (6 sq.)
Defense: 11Length: 45 ft.
Flat-footed Defense: 9Weight: 90,000 lb.
Autopilot Defense: 8Targeting System Bonus: +2
Hardness: 20Crew: 4 (trained +4)
Hit Dice: 8d20 (160 hp)Passenger Capacity: 12
Initiative Modifier: +2Cargo Capacity: 9,000 lb.
Pilot’s Class Bonus: +3Grapple Modifier: +12
Pilot’s Dex Modifier: +2Base Purchase DC: 48
Gunner’s Attack Bonus: +2Restriction: Licensed (+1)
Attack: Laser +0 ranged (6d8)
Attack of Opportunity: None
[h=6]STANDARD PL 6 DESIGN SPECS:[/h] 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

[h=4]ESCORT (PL 6)[/h] 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: UltralightSize: Colossal (–8 size)
Subtype: EscortTactical Speed: 3,000 ft. (6 sq.)
Defense: 7Length: 180 ft.
Flat-footed Defense: 5Weight: 900 tons
Autopilot Defense: 5Targeting System Bonus: +3
Hardness: 30Crew: 8 (trained +4)
Hit Dice: 20d20 (400 hp)Passenger Capacity: 24
Initiative Modifier: +4Cargo Capacity: 30 tons
Pilot’s Class Bonus: +3Grapple Modifier: +16
Pilot’s Dex Modifier: +2Base Purchase DC: 52
Gunner’s Attack Bonus: +2Restriction: 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)
[h=6]STANDARD PL 6 DESIGN SPECS:[/h] 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

[h=4]FAST FREIGHTER (PL 6)[/h] 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: UltralightSize: Colossal (–8 size)
Subtype: Fast freighterTactical Speed: 3,500 ft. (7 sq.)
Defense: 7Length: 110 ft.
Flat-footed Defense: 5Weight: 450 tons
Autopilot Defense: 5Targeting System Bonus: +3
Hardness: 20Crew: 4 (trained +4)
Hit Dice: 16d20 (320 hp)Passenger Capacity: 4
Initiative Modifier: +2Cargo Capacity: 300 tons
Pilot’s Class Bonus: +3Grapple Modifier: +16
Pilot’s Dex Modifier: +2Base Purchase DC: 52
Gunner’s Attack Bonus: +2Restriction: Restricted (+2)
Attack: 2 fire-linked heavy lasers –3 ranged (12d8) and 2 fire-linked rail cannons –8 ranged (9d12)
Attack of Opportunity: None
[h=6]STANDARD PL 6 DESIGN SPECS:[/h] 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

[h=4]FIGHTER (PL 6)[/h] 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: UltralightSize: Gargantuan (–4 size)
Subtype: FighterTactical Speed: 3,500 ft. (7 sq.)
Defense: 19Length: 36 ft.
Flat-footed Defense: 13Weight: 39,000 lb.
Autopilot Defense: 6Targeting System Bonus: +2
Hardness: 20Crew: 1 (ace +12)
Hit Dice: 8d20 (160 hp)Passenger Capacity: 1
Initiative Modifier: +8Cargo Capacity: 1,700 lb.
Pilot’s Class Bonus: +7Grapple Modifier: +12
Pilot’s Dex Modifier: +6Base Purchase DC: 48
Gunner’s Attack Bonus: +8/+3Restriction: Military (+3)
Attack: 2 fire-linked fusion beams +6/+1 ranged (15d8)
Attack of Opportunity: None
[h=6]STANDARD PL 6 DESIGN SPECS:[/h] 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

[h=4]LAUNCH (PL 6)[/h] 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: UltralightSize: Huge (–2 size)
Subtype: LaunchTactical Speed: 3,500 ft. (7 sq.)
Defense: 13Length: 24 ft.
Flat-footed Defense: 11Weight: 24,000 lb.
Autopilot Defense: 9Targeting System Bonus: +1
Hardness: 20Crew: 1 (trained +4)
Hit Dice: 4d20 (80 hp)Passenger Capacity: 4
Initiative Modifier: +2Cargo Capacity: 2,400 lb.
Pilot’s Class Bonus: +3Grapple Modifier: +8
Pilot’s Dex Modifier: +2Base Purchase DC: 40
Gunner’s Attack Bonus: +2Restriction: Licensed (+1)
Attack: Laser +1 ranged (6d8)
Attack of Opportunity: None
[h=6]STANDARD PL 6 DESIGN SPECS:[/h] 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

[h=4]SCOUT (PL 6)[/h]
Type: UltralightSize: Colossal (–8 size)
Subtype: ScoutTactical Speed: 3,500 ft. (7 sq.)
Defense: 7Length: 150 ft.
Flat-footed Defense: 5Weight: 600 tons
Autopilot Defense: 5Targeting System Bonus: +3
Hardness: 30Crew: 8 (trained +4)
Hit Dice: 15d20 (300 hp)Passenger Capacity: 8
Initiative Modifier: +2Cargo Capacity: 30 tons
Pilot’s Class Bonus: +3Grapple Modifier: 52
Pilot’s Dex Modifier: +2Base Purchase DC: 52
Gunner’s Attack Bonus: +2Restriction: 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
[h=6]STANDARD PL 6 DESIGN SPECS:[/h] 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

[h=4]ASSAULT FIGHTER (PL 7)[/h] 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: UltralightSize: Gargantuan (–4 size)
Subtype: Assault fighterTactical Speed: 4,000 ft. (8 sq.)
Defense: 19Length: 32 ft.
Flat-footed Defense: 13Weight: 36,000 lb.
Autopilot Defense: 6Targeting 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: +8Cargo Capacity: 1,200 lb.
Pilot’s Class Bonus: +7Grapple Modifier: +6
Pilot’s Dex Modifier: +6Base Purchase DC: 48
Gunner’s Attack Bonus: +8/+3Restriction: Military (+3)
Attack:
Attack of Opportunity:
[h=6]STANDARD PL 7 DESIGN SPECS:[/h] 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

[h=5]Ultralight Starship Wings[/h] 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.



[h=1]STARSHIPS - LIGHT STARSHIPS[/h]

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).
[h=5]LIGHT SHIP DESCRIPTIONS[/h] Specific subtypes of light starships are given here.
[h=4]CORVETTE (PL 6)[/h]
Type: LightSize: Colossal (–8 size)
Subtype: CorvetteTactical Speed: 3,500 ft. (7 sq.)
Defense: 7Length: 320 ft.
Flat-footed Defense: 5Weight: 3,200 tons
Autopilot Defense: 5Targeting System Bonus: +3
Hardness: 30Crew: 16 (trained +4)
Hit Dice: 40d20 (800 hp)Passenger Capacity: 32
Initiative Modifier: +4Cargo Capacity: 150 tons
Pilot’s Class Bonus: +3Grapple Modifier: +16
Pilot’s Dex Modifier: +2Base Purchase DC: 56
Gunner’s Attack Bonus: +2Restriction: 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)

[h=6]Standard PL 6 Design Specs:[/h] 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

[h=4]DESTROYER (PL 6)[/h] 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: LightSize: Colossal (–8 size)
Subtype: DestroyerTactical Speed: 3,000 ft. (6 sq.)
Defense: 11Length: 450 ft.
Flat-footed Defense: 7Weight: 8,000 tons
Autopilot Defense: 7Targeting System Bonus: +3
Hardness: 30Crew: 80 (expert +8)
Hit Dice: 80d20 (1,600 hp)Passenger Capacity: 48
Initiative Modifier: +4Cargo Capacity: 400 tons
Pilot’s Class Bonus: +4Grapple Modifier: +16
Pilot’s Dex Modifier: +4Base Purchase DC: 60
Gunner’s Attack Bonus: +4Restriction: 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)

[h=6]Standard PL 6 Design Specs:[/h] 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

[h=4]FRIGATE (PL 6)[/h] 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: LightSize: Colossal (–8 size)
Subtype: FrigateTactical Speed: 3,000 ft. (6 sq.)
Defense: 11Length: 360 ft.
Flat-footed Defense: 7Weight: 4,800 tons
Autopilot Defense: 7Targeting System Bonus: +3
Hardness: 30Crew: 60 (expert +8)
Hit Dice: 60d20 (1,200 hp)Passenger Capacity: 32
Initiative Modifier: +4Cargo Capacity: 200 tons
Pilot’s Class Bonus: +5Grapple Modifier: +16
Pilot’s Dex Modifier: +4Base Purchase DC: 60
Gunner’s Attack Bonus: +4Restriction: 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)

[h=6]Standard PL 6 Design Specs:[/h] 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

[h=4]HAULER (PL 6)[/h] 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: LightSize: Colossal (–8 size)
Subtype: HaulerTactical Speed: 2,500 ft. (5 sq.)
Defense: 5Length: 450 ft.
Flat-footed Defense: 5Weight: 6,000 tons
Autopilot Defense: 5Targeting System Bonus: +3
Hardness: 20Crew: 8 (trained +4)
Hit Dice: 36d20 (720 hp)Passenger Capacity: 8
Initiative Modifier: +2Cargo Capacity: 3,300 tons
Pilot’s Class Bonus: +3Grapple Modifier: +16
Pilot’s Dex Modifier: +2Base Purchase DC: 56
Gunner’s Attack Bonus: +2Restriction: Restricted (+2)
Attack: 2 fire-linked heavy lasers –3 ranged (12d8)
Attack of Opportunity: Point-defense system +3 ranged (2d12×10)

[h=6]Standard PL 6 Design Specs:[/h] 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


[h=1]STARSHIPS - MEDIUMWEIGHT STARSHIPS[/h]
[h=5]MEDIUMWEIGHT STARSHIP SUBTYPES[/h] 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).
[h=5]MEDIUMWEIGHT SHIP DESCRIPTIONS[/h] Specific subtypes of mediumweight starships are given here.
[h=4]BULK FREIGHTER (PL 6)[/h] Bulk freighters usually carry cargo in bulk containers, and carry out regular runs between densely populated systems.
Type: MediumweightSize: Colossal (–8 size)
Subtype: Bulk freighterTactical Speed: 2,500 ft. (5 sq.)
Defense: 7Length: 800 ft.
Flat-footed Defense: 5Weight: 32,000 tons
Autopilot Defense: 7Targeting System Bonus: +3
Hardness: 20Crew: 8 (trained +4)
Hit Dice: 125d20 (2,500 hp)Passenger Capacity: 8
Initiative Modifier: +2Cargo Capacity: 20,000 tons
Pilot’s Class Bonus: +3Grapple Modifier: +16
Pilot’s Dex Modifier: +2Base Purchase DC: 60
Gunner’s Attack Bonus: +2Restriction: Restricted (+2)
Attack: 4 fire-linked heavy lasers –3 ranged (16d8)
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)

[h=6]Standard PL 6 Design Specs:[/h] 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

[h=4]CLIPPER (PL 6)[/h]
Type: MediumweightSize: Colossal (–8 size)
Subtype: ClipperTactical Speed: 3,500 ft. (7 sq.)
Defense: 7Length: 850 ft.
Flat-footed Defense: 5Weight: 27,000 tons
Autopilot Defense: 7Targeting System Bonus: +3
Hardness: +3Crew: 32 (trained +4)
Hit Dice: 150d20 (3,000 hp)Passenger Capacity: 80
Initiative Modifier: +2Cargo Capacity: 10,000 tons
Pilot’s Class Bonus: +3Grapple Modifier: +16
Pilot’s Dex Modifier: +2Base Purchase DC: 60
Gunner’s Attack Bonus: +2Restriction: Restricted (+2)
Attack: Battery of 5 lasers +1 ranged (6d8/19–20)
Attack of Opportunity: Point-defense system +3 ranged (3d12×10)

[h=6]Standard PL 6 Design Specs:[/h] 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

[h=4]CRUISER (PL 6)[/h] 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: MediumweightSize: Colossal (–8 size)
Subtype: CruiserTactical Speed: 3,000 ft. (6 sq.)
Defense: 7Length: 720 ft.
Flat-footed Defense: 5Weight: 28,800 tons
Autopilot Defense: 5Targeting System Bonus: +3
Hardness: 30Crew: 120 (trained +4)
Hit Dice: 200d20 (4,000 hp)Passenger Capacity: 80
Initiative Modifier: +6Cargo Capacity: 7,200 tons
Pilot’s Class Bonus: +3Grapple Modifier: +16
Pilot’s Dex Modifier: +2Base Purchase DC: 64
Gunner’s Attack Bonus: +2Restriction: 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)

[h=6]Standard PL 6 Design Specs:[/h] 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

[h=4]STRIKE CRUISER (PL 7)[/h] 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: MediumweightSize: Colossal (–8 size)
Subtype: Strike cruiserTactical Speed: 3,500 ft. (7 sq.)
Defense: 11Length: 950 ft.
Flat-footed Defense: 7Weight: 38,000 tons
Autopilot Defense: 7Targeting System Bonus: +5
Hardness: 40Crew: 160 (expert +8)
Hit Dice: 250d20 (5,000 hp)Passenger Capacity: 40
Initiative Modifier: +8Cargo Capacity: 1,200 tons
Pilot’s Class Bonus: +5Grapple Modifier: +16
Pilot’s Dex Modifier: +4Base Purchase DC: 68
Gunner’s Attack Bonus: +4Restriction: 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)

[h=6]Standard PL 7 Design Specs:[/h] 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


[h=1]STARSHIPS - HEAVY STARSHIPS[/h]
[h=5]HEAVY STARSHIP SUBTYPES[/h] 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).
[h=4]BATTLESHIP (PL 6)[/h] 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: HeavySize: Colossal (–8 size)
Subtype: BattleshipTactical Speed: 3,000 ft. (6 sq.)
Defense: 11Length: 1,250 ft.
Flat-footed Defense: 7Weight: 125,000 tons
Autopilot Defense: 7Targeting System Bonus: +3
Hardness:30Crew: 400 (expert +8)
Hit Dice: 400d20 (8,000 hp)Passenger Capacity: 200
Initiative Modifier: +4Cargo Capacity: 30,000 tons
Pilot’s Class Bonus: +5Grapple Modifier: +16
Pilot’s Dex Modifier: +4Base Purchase DC: 72
Gunner’s Attack Bonus: +4Restriction: 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)

[h=6]Standard PL 6 Design Specs:[/h] 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

[h=4]FLEET CARRIER (PL 6)[/h] 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: HeavySize: Colossal (–8 size)
Subtype: Fleet carrierTactical Speed: 3,000 ft. (6 sq.)
Defense: 11Length: 1,400 ft.
Flat-footed Defense: 7Weight: 140,000 tons
Autopilot Defense: 7Targeting System Bonus: +3
Hardness: 30Crew: 320 (expert +8)
Hit Dice: 500d20 (10,000 hp)Passenger Capacity: 80
Initiative Modifier: +6Cargo Capacity: 40,000 tons
Pilot’s Class Bonus: +5Grapple Modifier: +16
Pilot’s Dex Modifier: +4Base Purchase DC: 72
Gunner’s Attack Bonus: +4Restriction: 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)

[h=6]Standard PL 6 Design Specs:[/h] 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

[h=4]HEAVY TRANSPORT (PL 6)[/h] 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: HeavySize: Colossal (–8 size)
Subtype: Heavy transportTactical Speed: 3,000 ft. (6 sq.)
Defense: 7Length: 1,320 feet
Flat-footed Defense: 5Weight: 120,000 tons
Autopilot Defense: 7Targeting System Bonus: +3
Hardness: 30Crew: 24 (trained +4)
Hit Dice: 350d20 (7,000 hp)Passenger Capacity: 20
Initiative Modifier: +2Cargo Capacity: +16
Pilot’s Class Bonus: +3Grapple Modifier: +16
Pilot’s Dex Modifier: +2Base Purchase DC: 68
Gunner’s Attack Bonus: +2Restriction: 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)

[h=6]Standard PL 6 Design Specs:[/h] 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

[h=4]TANKER (PL 6)[/h] 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: HeavySize: Colossal (–8 size)
Subtype: TankerTactical Speed: 3,500 ft. (7 sq.)
Defense: 7Length: 1,200 feet
Flat-footed Defense: 5Weight: 120,000 tons
Autopilot Defense: 7Targeting System Bonus: +3
Hardness: 30Crew: 32 (trained +4)
Hit Dice: 250d20 (5,000 hp)Passenger Capacity: 8
Initiative Modifier: +2Cargo Capacity: 52,000 tons
Pilot’s Class Bonus: +3Grapple Modifier: +16
Pilot’s Dex Modifier: +2Base Purchase DC: 64
Gunner’s Attack Bonus: +2Restriction: Restricted (+2)
Attack: 1 battery of 4 heavy lasers +0 ranged (8d8/19–20)
Attack of Opportunity: Point-defense system +3 ranged (4d12×10)

[h=6]Standard PL 6 Design Specs:[/h] 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

[h=4]BATTLE CRUISER (PL 7)[/h] 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: HeavySize: Colossal (–8 size)
Subtype: Battle CruiserTactical Speed: 4,000 ft. (8 sq.)
Defense: 11Length: 1,360 feet
Flat-footed Defense: 7Weight: 140,000 tons
Autopilot Defense: 7Targeting System Bonus: +5
Hardness: 30Crew: 320 (expert +8)
Hit Dice: 450d20 (9,000 hp)Passenger Capacity: 160
Initiative Modifier: +4Cargo Capacity: 50,000 tons
Pilot’s Class Bonus: +5Grapple Modifier: +16
Pilot’s Dex Modifier: +4Base Purchase DC: 72
Gunner’s Attack Bonus: +4Restriction: 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)

[h=6]Standard PL 7 Design Specs:[/h] 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

[h=4]LINER (PL 7)[/h] 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: HeavySize: Colossal (–8 size)
Subtype: LinerTactical Speed: 4,000 ft. (8 sq.)
Defense: 7Length: 1,200 feet
Flat-footed Defense: 5Weight: 84,000 tons
Autopilot Defense: 7Targeting System Bonus:
Hardness: 30Crew: 200 (trained +4)
Hit Dice: 250d20 (5,000 hp)Passenger Capacity: 800
Initiative Modifier: +2Cargo Capacity: 40,000 tons
Pilot’s Class Bonus: +3Grapple Modifier: +16
Pilot’s Dex Modifier: +2Base Purchase DC: 68
Gunner’s Attack Bonus: +2Restriction: Restricted (+2)
Attack: Battery of 4 plasma cannons +2 ranged (14d8/19–20)
Attack of Opportunity: Point-defense system +5 ranged (4d12×10)

[h=6]Standard PL 7 Design Specs:[/h] 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


[h=1]STARSHIPS - SUPERHEAVY STARSHIPS[/h]
[h=5]SUPERHEAVY STARSHIP SUBTYPES[/h] 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).
[h=5]SUPERHEAVY SHIP DESCRIPTIONS[/h] Specific subtypes of superheavy starships are given here.
[h=4]COLONY SHIP (PL 7)[/h] 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: SuperheavySize: Colossal (–8 size)
Subtype: Colony shipTactical Speed: 4,000 ft. (8 sq.)
Defense: 7Length: 2,000 feet
Flat-footed Defense: 5Weight: 400,000 tons
Autopilot Defense: 7Targeting System Bonus: +5
Hardness: 30Crew: 400 (trained +4)
Hit Dice: 800d20 (16,000 hp)Passenger Capacity: 2,000
Initiative Modifier: +2Cargo Capacity: 100,000 tons
Pilot’s Class Bonus: +3Grapple Modifier: +16
Pilot’s Dex Modifier: +2Base Purchase DC: 72
Gunner’s Attack Bonus: +2Restriction: 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)

[h=6]Standard PL 7 Design Specs:[/h] 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

[h=4]DREADNOUGHT (PL 7)[/h] 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: SuperheavySize: Colossal (–8 size)
Subtype: DreadnoughtTactical Speed: 3,500 ft. (7 sq.)
Defense: 11Length: 2,750 ft.
Flat-footed Defense: 7Weight: 540,000 tons
Autopilot Defense: 7Targeting System Bonus: +5
Hardness: 40Crew: 2,000 (expert +8)
Hit Dice: 1,200d20 (24,000 hp)Passenger Capacity: 1,600
Initiative Modifier: +6Cargo Capacity: +16
Pilot’s Class Bonus: +5Grapple Modifier: +16
Pilot’s Dex Modifier: +4Base Purchase DC: 80
Gunner’s Attack Bonus: +4Restriction: 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)

[h=6]Standard PL 7 Design Specs:[/h] 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

[h=4]STAR CARRIER (PL 7)[/h] 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: SuperheavySize: Colossal (–8 size)
Subtype: Star carrierTactical Speed: 3,500 ft. (7 sq.)
Defense: 11Length: 3,000 feet
Flat-footed Defense: 7Weight: 600,000 tons
Autopilot Defense: 7Targeting System Bonus: +5
Hardness: 40Crew: 2,400 (expert +8)
Hit Dice: 1,000d20 (20,000 hp)Passenger Capacity: 600
Initiative Modifier: +6Cargo Capacity: 200,000 tons
Pilot’s Class Bonus: +5Grapple Modifier: +16
Pilot’s Dex Modifier: +4Base Purchase DC: 80
Gunner’s Attack Bonus: +4Restriction: 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)

[h=6]Standard PL 7 Design Specs:[/h] 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

[h=4]STAR FREIGHTER (PL 7)[/h] 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: SuperheavySize: Colossal (–8 size)
Subtype: 4,000 ft. (8 sq.)Tactical Speed: 4,000 ft. (8 sq.)
Defense: 7Length: 1,800 feet
Flat-footed Defense: 5Weight: 320,000 tons
Autopilot Defense: 7Targeting System Bonus: +3
Hardness: 30Crew: 40 (trained +4)
Hit Dice: 800d20 (16,000 hp)Passenger Capacity: 24
Initiative Modifier: +2Cargo Capacity: 200,000 tons
Pilot’s Class Bonus: +3Grapple Modifier: +16
Pilot’s Dex Modifier: +2Base Purchase DC: 76
Gunner’s Attack Bonus: +2Restriction: 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)

[h=6]Standard PL 7 Design Specs:[/h] 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
 

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