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 (1d12x10)
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
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Starship Defense Systems
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