TEXT: 2/26/2019
  SotG - Chapter -1 - Cover, Credits, Preface | GM Binder
  https://www.gmbinder.com/documents/print/-LM7QOfxIoEtZL0Qv14O
  1/5
  
  CREDITS
  First and foremost, I have to thank the person who got
  me into D&D: my buddy, Ross. That playgroup was not
  great, but it started my journey.
  Second, I have to thank the original guinea pigs of this
  conversion: Drew, Eric, and Rickey. It was comically bad,
  but we had fun with it.
  Lastly, while I would love to say that I created
  everything in this conversion, that wouldn't be entirely
  true. The following people deserve credit as well:
  Shout out to the /r/sw5e mod team:
  Grelite for all his help with editing and creation
  Karbacca for the epic cover and SW5e logo
  LordAelfric for the awesome theme
  Stormchaser6 for his help with the Starships book
  DarkMesa for writing almost as many archetypes as I
  have at this point
  The rest of the Jedi Council:
  Speedreeder for the epic new website
  Tomato-andrew for his immense help with the
  enhanced items
  Fynikz for his help overhauling and implementing
  new powers
  Playking57 for his help with the artwork.
  The following noteworthy contributors:
  Charrmeleon for the entire Scholar class
  Bioremnant for the overhaul of the Scholar class
  MayB_259 for their Human species
  SpiketailDrake for the Bloodstorm Approach
  Berserker archetype
  TheGentGamer for the Warchief Approach Berserker
  archetype
  And all of the reddit users on discord who have been
  greatly helpful and developing and reviewing new
  content. You guys are invaluable.
  ART ASSETS
  Listed alphabetically
  And of course
  Star Wars
  Star Wars: Rebels
  Star Wars: The Clone Wars
  Star Wars: The Old Republic
  I hope you like it.
  AdmYrrek
  Andrew Johanson
  Anna Christenson
  Arden Beckwith
  Art of Bartlett
  Audrey Wright
  AV-6R7
  Brandon Harris
  Ben Newman
  Brian Rood
  canuckcrazed007
  Chris Trevas
  CloneCommanderNeyo
  Cristi Balanescu
  Dangerous Covenants
  Dark Arcanine
  Dark Dream
  Darren Tan
  Dave Seeley
  David Kegg
  David Nash
  Diogo Saito
  echostain
  Eiluvision
  Entar0178
  Fantasy Flight Games
  Gregory Vlasenko
  Hui Zou
  ianllanas
  Jake Murray
  Jason Edmiston
  Jhomar Soriano
  Joel Hustak
  Knight of Malta
  Matt Difa
  Metropolis-Hero1125
  Mike Nash
  RamArtwork
  Ron-faure
  Sam Wood
  Skip Skyhook
  Smokeh
  Solo: A Star Wars Story The
  O�cial Guide
  Somarinoa
  Sperasoft
  Star Wars Battlefront
  Star Wars Character
  Encyclopedia
  Star Wars Encyclopedia of
  Star�ghters and Other
  Vehicles
  Stu Cunningham
  Terryl Whitlatch
  The New Essential Guide to
  Droids
  The New Essential Guide to
  Vehicles and Vessels
  Weasyl
  Whitelight369
  William O'Connor
  CREDITS
  2
  This overhaul was made in accordance to Wizards of
  the Coast's Fan Content Policy. This is uno. cial content
  made by me, /u/Galiphile, with some collaboration
  (listed below). 
   
  If I missed you and you feel you deserve credit please let
  me know. I've been working on this for years, and I'm
  fallible. 
  
  2/26/2019
  SotG - Chapter -1 - Cover, Credits, Preface | GM Binder
  https://www.gmbinder.com/documents/print/-LM7QOfxIoEtZL0Qv14O
  4/5
  PREFACE
  No foray into a Star Wars setting is complete without
  ships. The previous version of this book included the
  bare minimum, with a series of disjointed rules that I
  wrote three years ago and layer a thin veneer of polish
  over. Since it's �rst release last summer, this book has
  undergone a signi�cant overhaul to make it more
  appealing and engaging with players and DMs.
  While I've ultimately spent more time on the core
  content of the Player Handbook and the Expanded
  Content, this book has been signi�cantly more di�cult.
  Within the context of 5e, what I, and my group, have
  written here has been uncharted territory. I hope it
  makes sense.
  This book is designed to parallel the 5e Player's
  Handbook as much as it can. It includes all the relevant
  chapters, as they relate to the space component of the
  game. The signi�cant di�erences will be listed below.
  WHAT'S DIFFERENT?
  While this expansion utilizes the base rules of 5th
  Edition, there are signi�cant di�erences that will be
  illustrated here, broken down by chapter.
  CHAPTER 1: STEP-BY-STEP STARSHIPS
  This chapter is designed to help you integrate this into
  your campaign, from the perspective of a player. It
  helps you to build Han Solo as a Pilot, with his ship the
  Millennium Falcon.
  CHAPTER 2: DEPLOYMENTS
  Deployments are the certain locations that might exist
  on a ship, and what actions are granted by manning a
  deployment. There are �ve potential deployments:
  coordinator, gunner, mechanic, operator and pilot. Any
  character can engage in any deployment, though some
  characters are more suited to certain deployments.
  Additionally, once a player has chosen a favored
  deployment, they will be able to specialize in that
  deployment. Specializing in a deployment unlocks
  features speci�c to that deployment via a series of
  ranks (levels).
  CHAPTER 3: STARSHIPS
  This chapter covers the acquisition of a starship, as well
  as upgrading starships to higher tiers (levels). Unlike
  classes, starship tiers are locked to the size category of
  the starship. Within each starship tier, however, there
  are choices that let you specialize your ship in a
  direction of your choice.
  CHAPTER 4: MODIFICATIONS
  As your starship progresses in tiers, it unlocks upgrade
  slots, which can be spent on upgrades. Upgrades fall
  into one of �ve categories: engineering, operation,
  suite, universal, and weapon.
  CHAPTER 5: EQUIPMENT
  Equipment functions in a similar capacity to the ground
  component, with the except of it needing to be
  integrated into a ship as opposed to just held. There are
  �ve major equipment types: armor, shields, weapons,
  hyperdrives, and navcomputers.
  CHAPTER 6: CUSTOMIZATION OPTIONS
  Characters can choose to focus on a single deployment,
  or multiple deployments via multispeccing. Additionally,
  as characters unlock ranks in deployments they can
  access to ventures (feats).
  CHAPTER 7: USING ABILITY SCORES
  While deployed in a starship, rather than using their
  own physical ability scores (Strength, Dexterity, and
  Constitution), skills will instead use the respective ability
  score of the ship. As ship's have no mental ability
  scores (Intelligence, Wisdom, and Charisma), the
  players will still use their own.
  CHAPTER 8: ADVENTURING
  This chapter discusses the adventuring component of
  space. One new feature, turning speed, has been
  added. The oversimpli�cation is that, unlike players,
  ships can't easily change directions. In addition to �ying
  speed, ships have a turning speed; in order to turn 90
  degrees, the ship must spend that many feet of
  movement.
  CHAPTER 9: COMBAT
  Combat is designed to function similar to combat on
  the ground; players still roll their own initiative and act
  on their own turn. The key di�erence is the actions
  available to players are keyed to their speci�c
  deployment. For instance, the pilot controls the
  movement of the ship, and the gunner controls the
  weapons.
  CHAPTER 10: GENERATING ENCOUNTERS
  This chapter is designed to help DMs build interesting
  encounters.
  APPENDIX A: CONDITIONS
  Conditions adapted to this expansion.
  GOING FORWARD
  This book is signi�cantly more play-testy, and thus
  requires the most review. I hope you'll join the discord
  and the discussion, and help the community move this
  content forward.
  PREFACE
  3
  
  TABLE OF CONTENTS
  Introduction
  5
  Chapter 1: Step-By-Step Starships
  7
  Chapter 2: Deployments
  10
   Coordinator
  11
   Gunner
  13
   Mechanic
  15
   Operator
  17
   Pilot
  19
  Chapter 3: Starships
  21
    Acquiring a Starship
  21
    Upgrading a Starship
  22
   Tiny Starships
  23
   Small Starships
  24
   Medium Starships
  26
   Large Starships
  28
   Huge Starships
  30
   Gargantuan Starships
  32
   Variant: Space Stations
  34
  Chapter 4: Modi�cations
  35
    Modifying a Starship
  25
   Engineering Systems
  37
   Operation Systems
  40
   Suite Systems
  43
   Universal Systems
  49
   Weapon Systems
  52
  Chapter 5: Equipment
  55
   Armor
  56
   Shields
  56
   Weapons
  57
   Ammunition
  61
   Hyperdrive
  62
   Navcomputer
  62
    Docking
  63
    Refueling and Restocking
  63
  Chapter 6: Customization Options
  64
   Gunning Styles and Masteries
  65
   Ventures
  66
  Chapter 7: Using Ability Scores
  70
   Flying Speed
  72
   Turning Speed
  72
  Chapter 8: Adventuring
  73
   Crew Capacity
  77
   Repairs and Maintenance
  78
  Chapter 9: Combat
  79
   Actions in Combat
  81
   Making an Attack
  82
  Chapter 10: Generating Encounters
  85
  Appendix A: Conditions
  88
  Appendix B: Starship Statistics
  89
  Changelog
  96
  TABLE OF CONTENTS
  4
  
  INTRODUCTION
           he Star Wars 5th Edition roleplaying game is 
           about storytelling in worlds of lightsabers and the
  Force. It shares elements with childhood games of
  make-believe. Like those games, SW5e is driven by
  imagination. It’s about picturing the towering AT-AT
  beneath the stormy night sky and imagining how a
  troup of solider might overcome the challenges that
  scene presents.
  This book is designed to add another signi�cant layer
  to your SW5e experience. The rules are designed to
  work alongside the traditional SW5e ruleset, and so an
  experienced player should have no trouble jumping
  right into the book. For the less experienced-or more
  curious-player, this Introduction discusses the basics.
   
  Game Master (GM):
  Game Master (GM): As your ship exits hyperspace
  above the moon of Nar Shaddaa, you see a
  series of snub�ghters move to approach your
  freighter in an o�ensive formation. Several
  other craft go about their business in the
  vicinity, paying no attention to your potential
  predicament.
  Drew (playing Dash):
  Drew (playing Dash): I want to hail them and see
  what their intentions are.
  Rickey (playing Vinto):
  Rickey (playing Vinto): I'm going to go man the
  dorsal gun, just in case.
  Unlike a game of make-believe, D&D gives structure to
  the stories, a way of determining the consequences of
  the adventurers’ action. Players roll dice to resolve
  whether their attacks hit or miss or whether their
  starship can scale a skim the surface of a star destroyer,
  break the lock on a concussion missile, or pull o� some
  other dangerous task. Anything is possible, but the dice
  make some outcomes more probable than others.
   
  Game Master (GM):
  Game Master (GM): OK, one at a time. Drew,
  you're hailing the newcomers?
  Rickey:
  Rickey: Yeah. Do they respond?
  DM:
  DM: Make a Charisma check.
  Rickey:
  Rickey: Does my Persuasion skill apply?
  DM:
  DM: Sure!
  Rickey (rolling a d20):
  Rickey (rolling a d20): Ugh. Seven.
  DM:
  DM: You can hear the click of static, but no voice
  responds to you. And Rickey, Vinto is manning
  the dorsal gun?
   In the Dungeons and Dragons game, each player
  creates an adventurer (also called a character) and
  teams up with other adventurers (played by friends).
  Working together, the group might obtain a freighter
  and take to the stars, expanding the scope and
  potential of their game. They might become pirates, the
  scourge of the Outer Rim, or they may accept missions
  from a leading faction. They may become smugglers,
  taking jobs as they see �t, or become bounty hunters in
  the employee of a powerful hutt.
  One player, however, takes on the role of the Game
  Master (GM), the game’s lead storyteller and referee.
  The GM creates adventures for the characters, who
  navigate its hazards and decide which paths to explore.
  The GM might describe an ongoing naval battle, and the
  players decide what they want their adventurers to do.
  Will they choose a side and join in the combat? Will they
  attempt to mediate a truce? Or will they simply choose
  a new destination?
  Then the GM determines the results of the
  adventurers’ actions and narrates what they
  experience. Because the GM can improvise to react to
  anything the players attempt, D&D is in�nitely �exible,
  and each adventure can be exciting and unexpected.
  The game has no real end; when one story or quest
  wraps up, another one can begin, creating an ongoing
  story called a campaign
  campaign. Many people who play the
  game keep their campaigns going for months or years,
  meeting with their friends every week or so to pick up
  the story where they left o�. The adventurers grow in
  might as the campaign continues. Each force defeated,
  each adventure completed, and each relic recovered
  not only adds to the continuing story, but also earns the
  adventurers new capabilities. This increase in power is
  re�ected by an adventurer’s level and deployment rank,
  as well as their starship's tier.
  There’s no winning and losing in the Dungeons and
  Dragons game—at least, not the way those terms are
  usually understood. Together, the GM and the players
  create an exciting story of bold adventurers who
  confront deadly perils. Sometimes an adventurer might
  come to a grisly end, dispatched by a Sith lord. The
  party itself might meet it's devise should it bite o� more
  than it can chew in a starship encounter. Even so, the
  other adventurers can beseech a powerful Jedi to revive
  their fallen comrade, or the players might choose (or be
  forced) to create new characters to carry on. The group
  might fail to complete an adventure successfully, but if
  everyone had a good time and created a memorable
  story, they all win.
  TAKE TO THE STARS
  One of the premier components of Star Wars 5th
  Edition, versus a traditional Dungeons and Dragons
  campaign, is the wide variety of planets a character can
  visit and explore. To facilitate and encourage that
  experience, adventurers need a means to travel.
  INTRODUCTION
  5
  
  Public transportation exists, and players can simply pay
  someone else to transport them if they so desire.
  Alternatively, you can elect to keep the scope of a
  campaign small, and limit it to one or two planets. It
  would be easy to run a game on Coruscant, with its
  myriad cultures and territories, without the players
  having to venture o�world.
  But if your players want to journey among the stars,
  this book is designed to those ends.
  USING THIS BOOK
  The Starships of the Galaxy is divided into three parts.
  Part 1
  Part 1 is about taking your SW5e character, adopting
  a deployment, and designing a ship. It includes
  information on the �ve main deployments, the �ve ship
  size classi�cations, ship upgrades, ship equipment, and
  the customization options that you can choose from.
  Many of the rules in part 1 rely on material in parts 2
  and 3. If you come across a game concept in part 1 that
  you don’t understand, consult the book’s index.
  Part 2
  Part 2 details the rules of how to run this portion of
  the game, beyond the basics described in this
  introduction. This part covers where the rules deviate
  from the ground game, and where they remain the
  same.
  Part 3
  Part 3 is for GMs, and covers the rules for generating
  encounters and ships, as well as the stats for stock
  ships o� which players can build.
  HOW TO PLAY
  Generally, the space game runs almost identical to the
  ground. The GM still describes the environment, and
  the players describe what they want to do. The GM then
  narrates the results of of the adventurers' actions.
  GAME DICE
  The game uses the same polyhedral dice with di�erent
  numbers of sides, referenced in the same fashion; the
  di�erent dice are referred to by the letter d followed by
  the number of sides: d4, d6, d8, d10, d12, and d20.
   
  The most important distinction here is the scaling
  down of the dice. An X-wing's laser cannon deals 1d6
  to an enemy X-wing. The perspective for damage here
  is space. If you need to scale ships to the perspective of
  players, you want to scale the damage, hit points,
  shield points, and shield regeneration rate of ships, as
  shown below on the Starship Size Value Scaling table.
  STARSHIP SIZE VALUE SCALING
  Starship Size
  Starship Size
  Value Scaling
  Value Scaling
  Tiny
  x 10
  Small
  x 10
  Medium
  x 10
  Large
  x 100
  Huge
  x 1,000
  Gargantuan
  x 10,000
  THE D20
  The same d20 that a Jedi uses to swing his lightsaber is
  used for �ring a ship's weapons. The biggest deviation
  here is that when a player �res a ship weapon, they use
  the player's pro�ciency bonus, but the ship's Dexterity
  bonus. The reason for this is two-fold:
  1. In the ground game, Dexterity is predominantly
  1. In the ground game, Dexterity is predominantly
  stronger than Strength.
  stronger than Strength. Since this is designed to
  enhance the way the game is played, one character
  should not be penalized for being slightly di�erent from
  another character.
  2. How accurate a ship's weapons are is modi�ed
  2. How accurate a ship's weapons are is modi�ed
  by the ship's maneuverability.
  by the ship's maneuverability. A ship with a higher
  Dexterity is more maneuverable than a ship with a low
  Dexterity, consequently yielding a greater likelihood of
  accuracy.
  This deviation will be discussed at greater length in
  Chapter 7: Using Ability Scores
  Chapter 7: Using Ability Scores.
  ADVANTAGE AND DISADVANTAGE
  Advantage and Disadvantage function identical to the
  ground game; with advantage, you roll two dice and
  take the higher value, while with the disadvantage you
  roll two dice and take the lesser.
  SPECIFIC BEATS GENERAL
  In the same vein, while latter chapters contain broad
  strokes for the game's rules, certain deployment or ship
  features override those rules, creating an exception to
  how the rest of the game works. Remember this: if a
  speci�c rule contradicts a general rule, the speci�c rule
  wins.
  ROUND DOWN
  There’s one more general rule you need to know at the
  outset. Whenever you divide a number in the game,
  round down if you end up with a fraction, even if the
  fraction is one-half or greater, unless otherwise
  speci�ed.
  WHAT IT BRINGS
  The Starships of the Galaxy
  Starships of the Galaxy is designed to be an in
  addition to rather than instead of. The rules here,
  predominantly, function identically to the ground game,
  but the features and boons achieved here are designed
  to be kept separate. While features of the ground game,
  such as your characters' species, classes, backgrounds,
  and customization options impact your character's
  prowess in the space game, the space game should not
  a�ect your characters in the ground game.
  As always, there might be some exceptions to this
  rule; for instance, many of the suite options o�er
  bonuses that a�ect the ground game, and players can
  use their ship to assault a stronghold that their
  character's might not be able to conquer on their own.
  Ultimately, the cross over is up to the GM to adjudicate.
  INTRODUCTION
  6
  
  CHAPTER 1: STEP-BY-STEP STARSHIPS
           our �rst step in transitioning to the space portion 
           of your Star Wars 5th Edition campaign is
  imagining how having a starship impacts your
  character. When participating in the space portion of
  the game, your character is impacted by a number of
  features, including their chosen deployment, the size
  and style of ship on which they adventure, and the
  modi�cation and equipment that ship has access to.
  These choices can enhance and enrich your avatar.
  Before you dive into step 1 below, think about where
  your adventurer would be most likely to participate in a
  starship. You might be a dauntless pilot, or a crushing
  gunner. Perhaps you are a genius mechanic, an
  intricate operator, or a charming pilot. Maybe you are
  interested in a mixture of these roles.
  Additionally, what kind of ship, and your intended
  purpose, can impact these decisions. Do you want to be
  a soldier in the Imperial Navy, piloting a TIE �ghter and
  leading a squadron? Or are you more inclined to travel
  as a mercenary aboard a light freighter, taking jobs as
  you see �t in order to keep your ship in space? Maybe
  you instead want to be a bounty hunter in an assault
  craft, tracking your quarry to the Outer Rim, and
  beyond?
  Once you have an idea in mind, follow these steps in
  order, making decisions that re�ect the character and
  ship you want. Your conception of your character and
  starship might evolve with each choice you make.
  What’s important is that you come to the table with a
  character you’re excited to play.
  Throughout this section, we use the term
  deployment sheet
  deployment sheet and starship sheet
  starship sheet to mean
  whatever you use to track your character, whether it’s a
  formal sheet (like the ones at the end of these rules),
  some form of digital record, or a piece of notebook
  paper. The o�cial SW5e sheets are a �ne place to start
  until you know what information you need and how you
  use it during the game.
  Building the Millennium Falcon
  Each step of character creation includes an example of
  that step, with a player building the iconic starship the
  Millennium Falcon, as it is portrayed during the events
  of Episode IV.
  1. CHOOSE A DEPLOYMENT
  Every character has a role on the ship. There are �ve
  major roles directly tied to the control of a starship:
  coordinator, gunner, mechanic, operator, and pilot.
  How your character interacts with your ship—or enemy
  ships—is determined by where they are deployed on
  the ship. The Deployments
  Deployments chapter provides more
  information about each deployment.
  The deployment you choose is the �rst impactful
  decision you make when you adopt the space portion
  of your campaign. Each of the �ve deployments has a
  unique and tangible function, and many of them
  interact with—and synergize—with your character's
  species and class features. As you progress through the
  ranks of your chosen deployment, you unlock unique
  features that augment and enhance your interaction
  with that deployment, potentially granting you new
  actions, or simply improving the actions already
  available to your deployment.
  RANK
  Typically, a character starts their space journey at
  deployment rank 0, and advances through the ranks
  (up to 5th) over time. A rank 0 character is typically
  inexperienced in the ways of their starship, although he
  or she might have been on a starship previously.
  Starting o� at rank 0 marks your character's entry in
  the spacefarer life. If you're already familiar with the
  game, or if you are joining an existing SW5e campaign,
  your DM might decide to have you begin at a higher
  rank, on assumption that your character has already
  survived a few harrowing adventures. Record your rank
  on your deployment sheet. If you're starting at a higher
  rank, record the additional elements your deployment
  specialization grants you.
  Building the Millennium Falcon, Step 1
  Before we build the Falcon, we start with her pilot: Han
  Solo. Han is a versatile character aboard a ship, but he
  is strongest in the piloting role (best in the galaxy).
  When Han achieves his �rst rank, we spend that rank
  in the pilot deployment specialization, unlocking the
  Piloting Procedure and Venture deployment features.
  For his Piloting Procedure, we mark that Han has two
  tactical dice, which are d4s. Additionally, Han knows
  two tactics: for these we choose Koiogran Turn and
  Snap Roll. For his Venture, we choose Skillful Gunner.
  PART 1 | STEP-BY-STEP STARSHIPS
  7
  
  2. ACQUIRE A STARSHIP
  A crew is nothing without its starship, and this chapter
  covers the acquisition and initial set up of starships.
  Like classes and deployments, starships have their own
  features that are driven by their size category. The
  Starships
  Starships chapter provides more information about
  acquiring a starship, starship size categories, and
  starship features.
  What starship you acquire is the second impactful
  decision you make when you adopt the space portion
  of your campaign. Each size category of starship has
  unique and tangible features, and determines what
  kind of crew your starship can support. A Small
  starship, for instance, can support 1-2 crew members at
  tier 0, while a Medium starship can support an entire
  adventuring party. At larger sizes, the crew shifts into
  the hundreds and thousands of crew members a ship
  can support.
  TIER
  Once you've obtained your starship—through any
  number of ways—you gain the ability to upgrade your
  ship. Typically, like deployments, starships are obtained
  at tier 0. A tier 0 ship is typically newly constructed, or
  otherwise not yet battle tested or broken in.
  Starting o� at tier 0 marks the beginning of your
  starships journey and evolution. Over time, with the use
  of resources and workers—and credits—a starship can
  be upgraded from tier 0 all the way up to tier 5,
  unlocking unique features—and choices—as it
  improves.
  HIT POINTS AND HIT DICE
  Your starship’s hit points de�ne how tough your ship is
  in combat and other dangerous situations. Your hit
  points are determined by your Hit Dice (short for Hit
  Point Dice).
  At tier 0, your starship has a varying quantity and size
  of Hit Die, depending on its size category. Your starship
  starts with hit points equal to the highest roll of that
  die, as well as the average roll for each additional Hit
  Die. You also add your Constitution modi�er to each
  die. This is your hit point maximum
  hit point maximum.
  Record your starship’s hit points on your starship
  sheet. Also record the type of Hit Die your starship uses
  and the number of Hit Dice it has. After you conduct
  repairs, you can spend Hit Dice to regain hit points (see
  “Repairs” in the Adventuring section).
   
  Building the Millennium Falcon, Step 2
  The Millennium Falcon is a heavily modi�ed YT-1300f
  light freighter, and falls under the Medium size
  category. The ship starts at tier 0.
  As a tier 0 Medium ship, the Millennium Falcon has 5
  Hit Dice—which are d8s—and a Constitution modi�er
  of +1. Consequently, the Millennium Falcon has 33 hit
  points: 8 + the average for the subsequent four dice (5)
  + the Constitution modi�er for each Hit Die (5 x 1).
  When the Millennium Falcon progresses to tier 1 it
  gains the following features: Starship Improvements
  and Evasive Maneuvers. We record Evasive Maneuvers
  on the starship sheet. Since the Millennium Falcon is
  fast, we increase its Strength with the Ability Score
  Improvement. It gains an additional Hit Dice, and it's
  current and maximum hit points increases by 6. It also
  gains additional modi�cations, discussed in Chapter 4.
  Additionally, at tier 0, a Medium ship gets a choice of
  Strength, Dexterity, or Constitution saving throws
  pro�ciencies. For the Falcon, we choose Strength.
  3. INSTALLING MODIFICATIONS
  At tier 0, your starship has a number of modi�cation
  slots, depending on its size, and it gains more
  modi�cation slots as it progresses through tiers.
  Modi�cations—at the expense of credits, workers, and
  time—can be installed in these modi�cation slots,
  enhancing and augmenting the ship's functionality.
  Modi�cations fall into �ve categories: engineering,
  operation, suite, universal, and weapon. The
  Modi�cations
  Modi�cations chapter provides more information
  about these categories.
  Building the Millennium Falcon, Step 3
  At tier 0, the Millennium Falcon has 10 modi�cation
  slots. Since it's a Medium ship, it comes with one
  Barracks at no cost. Additionally, we choose a Living
  Quarters to give the crew their own rooms. We also
  choose the Cantina and Storage Compartment suites,
  bringing the total modi�cations to 3.
  The Millennium Falcon has both a dorsal and ventral
  cannon, with limited �ring arcs (discussed in Chapter
  9), so we choose two Fixed Hardpoints. Additionally,
  these are more e�ective ship weapons, so we take two
  Gauss Rounds to augment them. We're up to 7
  modi�cations.
  She has a Hyperdrive and Navcomputer, bringing the
  total modi�cations to 9.
  Finally, the Falcon has exterior protection, so we take
  the Anti-Boarding System upgrade as our 10th and
  �nal upgrade.
  When the Falcon reaches tier 1, it gains two more
  upgrade slots. We choose the Hyperdrive Quick-Start
  and Improved Navcomputer modi�cations.
  PART 1 | STEP-BY-STEP STARSHIPS
  8
  
  4. CHOOSE EQUIPMENT
  Starships have access to certain types of equipment.
  Every starship has access to armor and shields, and
  most have access to weapons. Many starships,
  especially larger ones, have access to hyperdrives and
  navcomputers. The Equipment
  Equipment chapter provides more
  information on these categories.
  ARMOR CLASS
  Your Armor Class
  Armor Class (AC) represents how well your
  starship avoids being damaged in battle. Your AC is
  determined by three major factors: your starship's size
  category, the pilot's Piloting skill bonus, and the type of
  armor your ship has installed.
  Your ship has a base AC, depending on its size, as
  shown in the Starship Size Base Armor Class table on
  page 56. You then add the pilot's bonus to Piloting
  checks. Finally, certain types of armor add a bonus or
  penalty to your ship's AC.
  WEAPONS
  Your ship can have a number of weapons no greater
  than the number of hardpoints it has. For each
  hardpoint, a single weapon can be attached. When
  making attack rolls, or setting the save DC for ship
  weapons, we use the starship's Dexterity modi�er, and
  the deployed gunner's pro�ciency bonus. We also add
  the ship's Dexterity modi�er to damage rolls.
  Building the Millennium Falcon, Step 4
  The Millennium Falcon, as a Medium starship, has a
  base AC of 8. With an Intelligence of 14, pro�ciency in
  Piloting, and Piloting as one of his chosen skills with
  the Expertise class feature, Han has a +6 bonus to
  Piloting checks, which we add to the Millennium
  Falcon's base armor class, for a total of 14.
  Additionally, the Falcon comes with de�ection armor
  installed, which we will change out for lightweight
  armor, further increasing the AC to 15.
  The Falcon has two �xed hardpoints, and we choose
  traditional laser cannons to equip to them. When
  making an attack roll with either weapon, we use the
  ship's Dexterity modi�er (+2) and the deployed
  gunner's pro�ciency bonus. When making a damage
  roll, we add the ship's Dexterity modi�er (+2). We note
  that the laser cannons have a limited �ring arc, do 1d8
  + 2 energy damage, can attack twice per round, and
  have a range of 450/900.
  5. COME TOGETHER
  Most Star Wars characters don’t work alone, and while
  some starships can be operated by a single crew
  member, it is more dynamic—and engaging—to crew a
  starship with a *party, with each member of the party
  ful�lling a needed role on the ship. Teamwork and
  cooperation greatly improve your party's chance to
  survive the unapologetic lethality of spacefaring.
  BEYOND THE BASICS
  As your characters—and the starship—go on
  adventures and overcomes challenges, they can
  increase in their ranks and tiers, respectively. While
  tiers are driven by the amount of e�ort—and credits—
  directly applied to the starship, ranks are earned
  separately. Generally, the characters should be
  awarded their �rst deployment rank after no more than
  �ve encounters. After that, they should be awarded at
  the discretion of the GM.
  The expectation is to tie ranks to pro�ciency bonuses.
  When characters reach 5th-level, their pro�ciency
  bonus increases to 3, and again at 9th (4), 13th (5), and
  17th (6). Ranks 2-4 are designed to be awarded at or
  around those same improvements.
  FEATURES AND HIT DICE
  When your starship gains a tier, it unlocks additional
  features, depending on its size, as detailed in the
  description. Some of these features allow you to
  increase your starship's ability scores. You can’t
  increase an ability score above 20.
  Each time your starship gains a tier, it gains gain 1
  additional Hit Die. Roll that Hit Die, add your ship's
  Constitution modi�er to the roll, and add the total to
  your hit point maximum. Alternatively, you can use the
  �xed value shown in your class entry, which is the
  average result of the die roll (rounded up).
  When your ship's Constitution modi�er increases by
  1, its hit point maximum increases by 1 for each Hit
  Dice it has. For example, if your tier 0 Medium ship has
  a Constitution score of 14, when it reaches tier 1, you
  increases its Constitution score from 14 to 16, thus
  increasing its Constitution modi�er from +2 to +3. At
  tier 0, your Medium starship has a total of 6 Hit Dice, so
  its hit point maximum then increases by 6.
  PART 1 | STEP-BY-STEP STARSHIPS
  9
  
  2/26/2019
  SotG - Chapter 02 - Deployments | GM Binder
  https://www.gmbinder.com/documents/print/-LWWOn9g-QiF8mgkAIKZ
  1/11
  CHAPTER 2: DEPLOYMENTS
  DEPLOYMENTS
  Deployment  
  Deployment  
  Description
  Description
  Coordinator
  Provides motivation and organization to the crew
  Gunner
  Controls one or more weapon emplacements
  Mechanic
  Controls the functionality of the ship itself, including the ability to make repairs
  Operator
  Uses ship systems to interfere with and disable the enemy
  Pilot
  Controls the movement and tactics of the ship
             dventurers are extraordinary people, driven 
             by a thirst for excitement into a life that others
  would never dare lead. They are heroes, compelled to
  explore the dark places of the world and take on the
  challenges that lesser women and men can’t stand
  against.
  Deployments are roles your characters can �ll that
  are not directly correlated with their class. A character
  can then specialize in a speci�c deployment, granting a
  variety of features, such as the gunner's gambits or the
  pilot's tactics. As you progress in your deployment
  specialization, you gain more powerful features, and
  some features improve. Each deployment specialization
  entry in this chapter includes a table summarizing the
  bene�ts you gain at every rank, and a detailed
  explanation of each one.
  Each ship has a number of deployments determined
  by its size and class. A TIE Fighter, for instance, only has
  a singe deployment, who controls all of the aspect of
  his �ghter. The Millennium Falcon, however, has space
   
  for a pilot, two gunners, a mechanic, a coordinator, and
  an operator. Each deployment has speci�c tasks and
  abilities related to its function.
  Unlike classes, when players achieve the space portion
  of the game, they start at rank 0. Players should
  attempt to experience multiple roles to see which suits
  them best before choosing the one in which they will
  specialize.
  A character can �ll multiple roles simultaneously,
  provided it can reach the appropriate equipment to
  utilize that deployment's features.
  When engaging in the space portion of a campaign,
  many class features work in conjunction with a ship
  deployment, while others don't. It is up to your GM to
  determine which is which.
   
  
  COORDINATOR
  THE MON CALAMARI ADMIRAL SURVEYS THE BATTLEFIELD, NOTING THE
  positioning of his outnumbered �eet. With a quick
  barking of orders, he directs his o�cers to relay that his
  �eet should prepare to converge on the opposing
  capital ship, with the knowledge that if they can disrupt
  the enemy's plans, their mission is complete.
  The Sith Lord maneuvers his interceptor into
  formation with his apprentices. Communicating
  through encrypted channels, he directs them to move
  outward to �ank their quarry. As they converge from
  the sides, the Sith launches a debilitating volley,
  disrupting his prey's systems and readying the ship for
  capture.
  As the light freighter exits hyperspace, the hull starts
  to vibrate with the impacts of cannon �re. As the twi'lek
  pilot begins evasive maneuvers, the human coordinator
  immediately jumps to action. He directs his crew
  towards their stations, while reaching out with the
  Force. As each of his respective crew members settles
  into their respective roles, he directs their actions to
  coincide, leading his team to victory.
  Without coordination, many a ship would fall to
  disorganization and a chaos. It is the job of the
  coordinator to facilitate communication and teamwork,
  and to keep his ship, or �eet, productive.
  THE COORDINATOR
  Rank
  Rank Feature
  Feature
  1st
  Venture, Inspiring Display
  2nd Uplifting Directive, Call to Arms
  3rd
  Versatile Coordinator, Commanding Presence
  4th
  Masterful Directive, Contingency Plan
  5th
  Paragon Coordinator, Rallying Cry
  VENTURE
  Beginning when you choose this deployment as your
  specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th
  rank, you can choose a venture (see Chapter 6 for a list
  of ventures).
  INSPIRING DISPLAY
  Also at 1st rank, you can inspire others through stirring
  words. To do so, you use a bonus action on your turn to
  choose one creature other than yourself within 60 feet
  of you who can hear you. That creature gains one
  Inspiring Display die, a d4.
  Once within the next 10 minutes, the creature can roll
  the die and add the number rolled to one ability check,
  attack roll, or saving throw it makes. The creature can
  wait until after it rolls the d20 before deciding to use
  the Inspiring Display die, but must decide before the
  GM says whether the roll succeeds or fails. Once the
  Inspiring Display die is rolled, it is lost. A creature can
  have only one Inspiring Display die at a time.
  You can use this feature twice. You gain another use
  of this feature at 2nd, 3rd, 4th, and 5th rank in this
  deployment. You regain any expended uses when you
  �nish a long rest.
  Your Inspiring Display die changes when you reach
  certain ranks in this deployment. The die becomes a d6
  at 2nd rank, a d8 at 3rd rank, a d10 at 4th rank, and a
  d12 at 5th rank.
  UPLIFTING DIRECTIVE
  At 2nd rank, while aboard your ship, you can use the
  Direct action with a range of 60 feet, as long as the
  target can hear and understand you.
  Additionally, when you take the Direct action, roll a
  d20. Note the number on the d20. This becomes your
  uplifting directive number.
  While you have an uplifting directive number, when
  an ally makes an ability check or attack roll a�ected by
  your Direct action, you can replace the result of a d20
  roll with the value of the uplifting directive roll. You can
  use this feature before or after making the roll, but
  before any e�ects of the roll are determined. You can
  only have one uplifting directive roll at a time, and you
  lose any unused uplifting directive rolls when you
  complete a short or long rest.
  PART 1 | DEPLOYMENTS
  11
  
  CALL TO ARMS
  Also at 2nd rank, while aboard your ship, if you are
  surprised at the start of combat and aren't
  incapacitated, you and a creature who can see or hear
  you may act normally on their �rst turn.
  VERSATILE COORDINATOR
  Starting at 3rd rank, when you would expend an
  Inspiring Display die, you can instead use a d4. You can
  only use this feature once per round.
  COMMANDING PRESENCE
  Also at 3rd rank, you learn a new way to use your
  Inspiring Display. While aboard your ship, when a
  creature that can see or hear you fails an ability check,
  attack roll, or saving throw, you can use use your
  reaction and expend a use of your Inspiring Display to
  aid that creature provided it did not already have or use
  an Inspiring Display die this turn. The creature can then
  roll the die and add it to the result.
  MASTERFUL DIRECTIVE
  At 4th rank, when you roll your uplifting directive
  number as a part of the Direct action, you can use your
  bonus action to increase your uplifting directive
  number by an amount equal to your pro�ciency bonus.
  If this would increase the value of your uplifting
  directive number to more than 20, it instead becomes
  20.
  CONTINGENCY PLAN
  Also at 4th rank, while aboard your ship, you can
  choose two allies, instead of one, when you take the
  Direct action. Additionally, while aboard your ship, you
  can use the Direct action with a range of 1 mile, as long
  as the target can hear and understand you.
  PARAGON COORDINATOR
  As of 5th tier, you are a paragon of your deployment.
  You regain all expended uses of your Inspiring Display
  feature when you �nish a short or long rest.
  Additionally, when you roll an uplifting directive
  number, you can take the maximum instead of rolling.
  You can use this feature before or after making the roll,
  but before any e�ects of the roll are determined. Once
  you've used this feature, you must complete a short or
  long rest before you can use it again.
  RALLYING CRY
  Also at 5th rank, as a bonus action, you can extend a
  rallying cry to those that can hear you. Choose a
  number of friendly creatures up to twice your Charisma
  modi�er that can see or hear you. Each of those
  creatures gains an Inspiring Display die that lasts until
  the end of your next turn. This die does not count
  against your number of Inspiring Display uses, but
  creatures can still only have one Inspiring Display die at
  a time. When a creature uses this die, they take the
  maximum instead of rolling.
  Once you've used this feature, you can’t use it again
  until you �nish a short or long rest.
  PART 1 | DEPLOYMENTS
  12
  
  2/26/2019
  SotG - Chapter 02 - Deployments | GM Binder
  https://www.gmbinder.com/documents/print/-LWWOn9g-QiF8mgkAIKZ
  4/11
  GUNNER
  THE TRANDOSHAN BOUNTY HUNTER HIDES IN HIS ASSAULT CRAFT
  behind a nearby asteroid, patiently awaiting his prey. As
  it passes along its predetermined course, the
  trandoshan detonates the seismic charges,
  disintegrating the ship.
  As the gunship moves away from its parent vessel,
  the zabrak soldier begins scoping out the opposing
  �eet. As the two forces engage, the gunner chooses his
  target, engaging his railgun. After its 3-second charge
  time, a massive blast of energy projects towards his
  target, vaporizing it instantly.
  As the light freighter exits hyperspace, the hull starts
  to vibrate with the impacts of cannon �re. The human
  runs to her gunning station, hops into the chair, and
  engages the controls. As her twi'lek pilot maneuvers the
  ship out of danger, the gunner draws a bead on the
  o�ending snub�ghter, before unleashing a quick 1-2
  volley and detonating them in a �ery blaze.
  Whether coming from a military, criminal, or civilian
  background, all gunners share the same love of precise
  and e�ective destruction of their targets.
  THE GUNNER
  Rank
  Rank Feature
  Feature
  1st
  Venture, Gunner Stratagem
  2nd
  Gunning Style, Improved Critical
  3rd
  Versatile Gunner, Brutal Critical
  4th
  Gunning Mastery, Protean Gunner
  5th
  Paragon Gunner, Maximum Power
  VENTURE
  Beginning when you choose this deployment as your
  specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th
  rank, you can choose a venture (see Chapter 6 for a list
  of ventures).
  GUNNER STRATAGEM
  Also at 1st rank, you learn gambits that are fueled by
  special dice called gambit dice.
  GAMBITS
  You learn two gambits of your choice, which are
  detailed under "Gambits" below. Many gambits
  enhance an attack in some way. You can use only one
  gambit per attack, and you can only use each gambit
  once per turn.
  You learn an additional gambit at 3rd and 5th rank in
  this deployment. Each time you learn a new gambit, you
  can also replace one gambit you know with a di�erent
  one.
  GAMBIT DICE
  You have two gambit dice, which are d4s. A gambit die
  is expended when you use it. You regain all of your
  expended gambit dice when you �nish a long rest.
  You gain another gambit die at 2nd, 3rd, 4th, and 5th
  rank in this deployment. Additionally, your gambit die
  changes when you reach certain ranks in this
  deployment. The die becomes a d6 at 2nd rank, a d8 at
  3rd rank, a d10 at 4th rank, and a d12 at 5th rank.
  SAVING THROWS
  Some of your gambits require your target to make a
  saving throw to resist the gambit’s e�ects. The saving
  throw DC is calculated as follows:
  Gambit save DC
  Gambit save DC = 8 + your pro�ciency bonus + 
  your ship's Dexterity modi�er
  GAMBITS
  The gambits are presented in alphabetical order.
  CRIPPLING SHOT
  When you hit a ship with a ship attack, you can expend
  one gambit die to cripple it. You add the gambit die to
  the attack's damage roll, and the ship's �ying speed
  reduced by half until the end of their next turn.
  PART 1 | DEPLOYMENTS
  13
  
  2/26/2019
  SotG - Chapter 02 - Deployments | GM Binder
  https://www.gmbinder.com/documents/print/-LWWOn9g-QiF8mgkAIKZ
  5/11
  DISABLING SHOT
  When you make a ship attack roll against a ship, you
  can expend one gambit die to add it to the roll. On a hit,
  the ship has disadvantage on the next ability check or
  attack roll it makes before the end of your next turn.
  DISTRACTING SHOT
  When you hit a ship with a ship attack, you can expend
  one gambit die to give your allies an opening. You add
  the gambit die to the attack’s damage roll, and the next
  attack roll against the target by someone other than
  you has advantage if the attack is made before the start
  of your next turn.
  EXPLOSIVE SHOT
  When you reduce a ship to 0 hit points, you can expend
  one gambit die and use a bonus action on your turn to
  make one additional ship attack against a di�erent ship
  within range. If that attack hits, add the gambit die to
  the attack’s damage roll.
  EXPOSE WEAKNESS
  When you hit a ship with a ship attack, you can expend
  a gambit die and deal additional damage equal to the
  number rolled. This damage cannot be reduced in any
  way.
  FEINTING SHOT
  You can expend one gambit die and use a bonus action
  on your turn to feint, choosing one ship within your
  weapon's normal range as your target. You have
  advantage on your next attack roll against that ship. If
  that attack hits, add the gambit die to the attack’s
  damage roll.
  PENETRATING SHOT
  When you hit a ship with a ship attack, you can expend
  one gambit die to attempt to damage another ship with
  the same attack. Choose a second ship within 150 feet
  of and directly behind your initial target. If the original
  attack roll would hit the second ship, it takes damage
  equal to the number you roll on your gambit die. The
  damage is of the same type dealt by the original attack.
  PRECISION SHOT
  When you make a ship attack roll against a ship, you
  can expend one gambit die to add it to the roll. If that
  attack hits, add the gambit die to the attack’s damage
  roll. You can use this gambit before or after making the
  attack roll, but before any e�ects of the attack are
  applied.
  GUNNING STYLE
  At 2nd rank, you adopt a particular style of gunning as
  your specialty. Choose one of the Gunning Style
  options, detailed in Chapter 6. You can't take a Gunning
  Style option more than once, even if you later get to
  choose again.
  IMPROVED CRITICAL
  Also at 2nd rank, your primary and secondary ship
  attacks score a critical hit on a roll of 19 or 20, and
  when a ship rolls a 1 on a saving throw against a
  tertiary weapon, they take damage as if su�ering a
  critical hit.
  VERSATILE GUNNER
  Starting at 3rd rank, when you would expend a Gambit
  die, you can instead use a d4. You can only use this
  feature once per round.
  BRUTAL CRITICAL
  Also at 3rd rank, you can roll the weapon damage dice
  one additional time when determining the extra
  damage for a critical hit with a ship weapon.
  GUNNING MASTERY
  At 4th rank, you master a particular style of gunning.
  Choose one of the Gunning Mastery options, detailed in
  Chapter 6. You can't take a Gunning Mastery option
  more than once, even if you later get to choose again.
  PROTEAN GUNNER
  Also at 4th rank, you can choose a second Gunning
  Style option.
  PARAGON GUNNER
  As of 5th tier, you are a paragon of your deployment.
  You regain all expended uses of your Gunner Stratagem
  feature when you �nish a short or long rest.
  Additionally, when you make an attack roll while
  deployed as a gunner, you can choose to make the roll
  a critical hit. You can use this feature before or after
  making the roll, but before any e�ects of the roll are
  determined. Once you've used this feature, you must
  complete a short or long rest before you can use it
  again.
  MAXIMUM POWER
  Also at 5th rank, when you hit a ship with a ship attack,
  you can deal maximum damage with that attack.
  Once you've used this feature, you can’t use it again
  until you �nish a short or long rest.
  PART 1 | DEPLOYMENTS
  14
  
  2/26/2019
  SotG - Chapter 02 - Deployments | GM Binder
  https://www.gmbinder.com/documents/print/-LWWOn9g-QiF8mgkAIKZ
  6/11
  MECHANIC
  FLINCHING OCCASIONALLY AS A BLASTER BOLT HITS THE NEARBY
  bulkhead, a Sullustan mechanic quickly solders a large
  wire. He peers through his tinted goggles, ignoring the
  shouts of his ship captain as the enemy descends on
  the hanger. Finally he shouts with pride as the repaired
  coupling powers up, causing the frigate to hum with
  energy. He gathers his tools and runs into the ship
  moments before it �nally takes o�.
  Staggering in time with the rocking ship, the ortolan
  mechanic rushes down the hallway, hanging wires
  obstructing her path. As she dodges and jumps over
  the impediments, she �nally reaches the shield
  generator. With a quick twist of her hydrospanner and a
  graceless hit with a hammer, she opens the protective
  cover and reengages the ship's shields. The familiar
  hum as they power up brings a smile to her lips.
  As the light freighter exits hyperspace, the hull starts
  to vibrate with the impacts of cannon �re. In the
  cockpit, the sounds of a mu�ed explosion can be
  heard. With a shrill chirp, the droid mechanic jumps to
  action, rushing towards the source of the explosion. As
  it enters the engine room, it identi�es the source of the
  explosion, and quickly moves to repair the damage.
  While mechanics come from all walks of life, they all
  share one thing in common; they gather an immense
  satisfaction from keeping their ship running.
  THE MECHANIC
  Rank
  Rank Feature
  Feature
  1st
  Venture, System Boost
  2nd
  Quick Fixer, Ship Technician
  3rd
  Versatile Mechanic, Reroute Power
  4th
  Rapid Repairman, Last Resort
  5th
  Paragon Mechanic, Supreme Boost
  VENTURE
  Beginning when you choose this deployment as your
  specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th
  rank, you can choose a venture (see Chapter 6 for a list
  of ventures).
  SYSTEM BOOST
  Also at 1st rank, while aboard your ship, you learn to
  quickly augment and repair di�erent systems on your
  ship. As a bonus action on each of your turns, you can
  choose an accessible system on your ship and give it a
  boost. Roll a System Boost die, which is a d4. The die
  bene�ts ship system di�erently:
  Engines:
  Engines: Take the result of the die and multiply it by 50.
  The �ying speed of your ship increases by this amount
  until the end of your next turn.
  Shields:
  Shields: Your shields immediately regenerate by the
  result of the die.
  Weapons:
  Weapons: The next time a ship weapon deals damage
  before the end of your next turn, it deals additional
  damage equal to the result of the die. The damage is of
  the same type dealt by the original attack.
  You can use this feature twice. You gain another use
  of this feature at 2nd, 3rd, 4th, and 5th rank in this
  deployment. You regain any expended uses when you
  �nish a long rest.
  Your System Boost die changes when you reach
  certain ranks in this deployment. The die becomes a d6
  at 2nd rank, a d8 at 3rd rank, a d10 at 4th rank, and a
  d12 at 5th rank.
  QUICK FIXER
  At 2nd rank, when you take the Patch action or conduct
  ship repairs, you have advantage on the Intelligence
  (Mechanic's Kit). If you already have advantage, you can
  instead reroll one of the dice once.
  PART 1 | DEPLOYMENTS
  15
  
  2/26/2019
  SotG - Chapter 02 - Deployments | GM Binder
  https://www.gmbinder.com/documents/print/-LWWOn9g-QiF8mgkAIKZ
  7/11
  SHIP TECHNICIAN
  Also at 2nd rank, when installing new equipment or
  upgrades, you count as two members of a workforce,
  instead of one.
  Additionally, when your ship's shields are fully
  depleted, you can use your reaction to immediately
  restore a number of shield points equal to your
  Intelligence modi�er. Once you've used this feature,
  you must �nish a long rest before you can use it again.
  VERSATILE MECHANIC
  Starting at 3rd rank, when you would expend a System
  Boost die, you can instead use a d4. You can only use
  this feature once per round.
  REROUTE POWER
  Also at 3rd rank, as an action on each of your turns, you
  can reroute power between your ship's engines,
  shields, and weapons through use of the ship's
  capacitor. A capacitor can be toggled to neutral, where
  all three aspects function normally, or can divert power
  to a speci�c system.
  When diverting power to a system, the e�ects of that
  system are doubled:
  Engines:
  Engines: A ship's �ying speed is doubled.
  Shields:
  Shields: Shields take half damage and shield
  regeneration rate is doubled.
  Weapons:
  Weapons: Weapons deal double damage.
  When diverting power to a system, power to the
  other systems is halved:
  Engines:
  Engines: A ship's �ying speed is reduced by half.
  Shields:
  Shields: Shields take double damage and shield
  regeneration rate reduced by half.
  Weapons:
  Weapons: Ship weapon damage is reduced by half.
  RAPID REPAIRMAN
  At 4th rank, when you take the Patch action, you can
  choose to forgo your pro�ciency bonus. If you succeed
  on the check, you can expend 2 Hit Die, instead of one.
  For each Hit Die spent in this way, roll the die and add
  the ship's Constitution modi�er to it.
  LAST RESORT
  Also at 4th rank, when your ship makes a Destruction
  saving throw while you are deployed as a mechanic, it
  adds your Intelligence modi�er to the roll (minimum of
  +1). Additionally, when you roll a ship's Hit Die to regain
  hit points, the minimum number of hit points you can
  regain from the roll equals twice your Intelligence
  modi�er (minimum of 2).
  PARAGON MECHANIC
  As of 5th tier, you are a paragon of your deployment.
  You regain all expended uses of your System Boost
  feature when you �nish a short or long rest.
  Additionally, when you would make a Mechanic's Kit
  check while deployed as a mechanic, you can take the
  maximum instead of rolling. You can use this feature
  before or after making the roll, but before any e�ects of
  the roll are determined. Once you've used this feature,
  you must complete a short or long rest before you can
  use it again.
  SUPREME BOOST
  As of 5th rank, you learn to how grant massive brief
  boost to your ship's system. As a bonus action, you can
  use your System Boost feature on the engines, shields,
  and weapons simultaneously, without expending any
  uses of your System Boost feature. Additionally, instead
  of rolling your System Boost die, you take the
  maximum.
  Once you've used this feature, you must �nish a short
  or long rest before you can use it again.
  PART 1 | DEPLOYMENTS
  16
  
  2/26/2019
  SotG - Chapter 02 - Deployments | GM Binder
  https://www.gmbinder.com/documents/print/-LWWOn9g-QiF8mgkAIKZ
  8/11
  OPERATOR
  "WATCHER'S CONFIDENCE, PLEASE PROCEED TO DOCKING BAY NINETY-
  four," comes over the freighter's speakers for a third
  time. Frantically, the chiss operator types as fast as he
  can, attempting to disguise his ship's transponder code
  and true designation. Finally, with a satis�ed sigh and a
  single keystroke, he completes the new temporary
  identity to his ship.
  Methodically, the voss operator types away on the
  datapad in front of her, one eye on the console and the
  other on her quarry. As she sees the ship's trajectory
  abruptly change, she completes her commands,
  overloading their systems. The ship immediately slows,
  it's turning become sluggish, enabling the voss to
  overtake it.
  As the light freighter exits hyperspace, the hull starts
  to vibrate with the impacts of cannon �re. The human
  operator immediately jumps into the co-pilot's seat and
  interfaces with the control panel. He engages a comm
  scrambler, disrupting the communications of the
  enemy ships, in an e�ort to diminish their coordination.
  Operators share their love of a challenge; to
  overcome the obstacle that few others can
  comprehend. While they aren't always celebrated,
  operators are an integral part of any ship's crew.
  THE OPERATOR
  Rank
  Rank Feature
  Feature
  1st
  Venture, System Disruption
  2nd Improved Interference, Disrupted Defenses
  3rd
  Versatile Operator, Threat Assessment
  4th
  Masterful Interference, Haywire
  5th
  Paragon Operator, Overload Systems
  VENTURE
  Beginning when you choose this deployment as your
  specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th
  rank, you can choose a venture (see Chapter 6 for a list
  of ventures).
  SYSTEM DISRUPTION
  Also at 1st rank, as a bonus action, you can choose a
  ship that you can see within 1,000 feet and target its
  systems for disruption, as long as you understand how
  they function. For the next minute, or until you disrupt
  another target, you have advantage on any Wisdom
  (Perception) or Wisdom (Survival) check you make to
  �nd it.
  Additionally, when the ship makes an ability check,
  attack roll, or damage roll, you can use your reaction to
  disrupt the ship's functions. Roll a System Disruption
  die, which is a d4, and subtract it from the ability check,
  attack roll, or saving throw. You can choose to use this
  feature after the ship makes its roll, but before the GM
  says whether the roll succeeds or fails.
  You can use this feature twice. You gain another use
  of this feature at 2nd, 3rd, 4th, and 5th rank in this
  deployment. You regain any expended uses when you
  �nish a long rest.
  Your System Disruption die changes when you reach
  certain ranks in this deployment. The die becomes a d6
  at 2nd rank, a d8 at 3rd rank, a d10 at 4th rank, and a
  d12 at 5th rank.
  IMPROVED INTERFERENCE
  At 2nd rank, when you use take the Interfere action,
  you have advantage on the Intelligence (Technology)
  check. If you already have advantage, you can instead
  reroll one of the dice once.
  DISRUPTED DEFENSES
  Also at 2nd rank, the �rst time the target of your
  System Disruption takes damage each round, it takes
  additional damage equal to your System Disruption die.
  The damage is of the same type dealt by the original
  attack.
  PART 1 | DEPLOYMENTS
  17
  
  2/26/2019
  SotG - Chapter 02 - Deployments | GM Binder
  https://www.gmbinder.com/documents/print/-LWWOn9g-QiF8mgkAIKZ
  9/11
  VERSATILE OPERATOR
  Starting at 3rd rank, when you would expend a System
  Disruption die, you can instead use a d4. You can only
  use this feature once per round.
  THREAT ASSESSMENT
  Also at 3rd rank, as a bonus action, you can learn
  certain information about the capabilities of the target
  of your System Disruption. The GM tells you if the ship
  is your ship's equal, superior, or inferior in regard to
  two of the following characteristics of your choice:
  Strength score
  Dexterity score
  Constitution score
  Armor Class
  Current total hit and shield points
  Total ship tiers (if any)
  Total deployment ranks (if any)
  MASTERFUL INTERFERENCE
  At 4th rank, when you take the Interfere action, you can
  choose to forgo your pro�ciency bonus. If you succeed
  on the check, the target has disadvantage on all ability
  checks or attack rolls it makes before the start of your
  next turn, instead of one.
  HAYWIRE
  Also at 4th rank, when you target a ship with your
  System Disruption feature, it must make a Constitution
  saving throw (DC = 8 + your bonus to Technology
  checks). On a failed save, while it is the target of your
  System Disruption feature, the �rst time it makes an
  attack roll or a saving throw each round, the target
  must roll a d4 and subtract the number rolled from the
  attack roll or saving throw.
  PARAGON OPERATOR
  As of 5th tier, you are a paragon of your deployment.
  You regain all expended uses of your System Disruption
  feature when you �nish a short or long rest.
  Additionally, when you would make a Technology
  check while deployed as an operator, you can take the
  maximum instead of rolling. You can use this feature
  before or after making the roll, but before any e�ects of
  the roll are determined. Once you've used this feature,
  you must complete a short or long rest before you can
  use it again.
  OVERLOAD SYSTEMS
  Also at 5th rank, you learn how to overload the systems
  of a ship remotely. As an action, you can attempt to
  breach the systems of the target of your System
  Disruption. The ship must make a Constitution saving
  throw (DC = 8 + your bonus to Technology checks). On a
  failed save, the target’s �ying speed reduced by half, it's
  turning speed is doubled, it takes a -2 penalty to AC and
  Dexterity saving throws, it's shields no longer
  regenerate, and it can’t use reactions. On its turn, it can
  use either an action or a bonus action, not both.
  Regardless of the ship’s abilities, crew, or equipment, it
  can’t make more than one melee or ranged attack
  during its turn.
  The ship's pilot makes another Constitution saving
  throw at the end of its turns. On a successful save, the
  e�ect ends.
  Once you've use this feature, you must �nish a short
  or long rest before you can use it again.
  PART 1 | DEPLOYMENTS
  18
  
  PILOT
  FRANTICALLY, THE HUMAN PILOT JUKES HIS X-WING FROM SIDE-TO-SIDE,
  trying desperately to shake his tail. In a last ditch e�ort,
  the pilot hauls back on the yolk, inverting his �ghter,
  before quickly snapping o� two proton torpedoes and
  vaporizing his opponent.
  The sullustan maneuvers his B-Wing into position
  above the Star Destroyer's shield batteries before
  dropping his payload. As he turns his craft to �ee, he
  takes one last glance over his shoulder, just in time to
  see the bombs detonate the shield generator in a
  massive eruption.
  As the light freighter exits hyperspace, the hull starts
  to vibrate with the impacts of cannon �re. The twi'lek
  pilot immediately takes evasive maneuvers, dodging the
  incoming volley, before giving her ships line of �re on
  the o�enders.
  Regardless of their choice of career, their origin, and
  their species, all pilots share one thing in common; the
  love of �ight. They thrive under pressure, be it a
  dog�ght, a bombing run, or smuggler evading the law.
  THE PILOT
  Rank Feature
  1st
  Venture, Piloting Procedure
  2nd
  I'll Try Spinning, Evasion
  3rd
  Versatile Pilot, Cunning Avoidance
  4th
  That's a Good Trick, Uncanny Dodge
  5th
  Paragon Pilot, Pilot Extraordinaire
  VENTURE
  Beginning when you choose this deployment as your
  specialty, at 1st rank, and again at 2nd, 3rd, 4th, and 5th
  rank, you can choose a venture (see Chapter 6 for a list
  of ventures).
  PILOTING PROCEDURE
  Also at 1st rank, you learn tactics that are fueled by
  special dice called tactical dice.
  TACTICS
  You learn two tactics of your choice, which are detailed
  under "Tactics" below. You can use only one tactic per
  turn, and you can only use each tactic once per round.
  You learn an additional tactic at 3rd and 5th rank in
  this deployment. Each time you learn a new tactic, you
  can also replace one tactic you know with a di�erent
  one.
  TACTICAL DICE
  You have two tactical dice, which are d4s. A tactial die is
  expended when you use it. You regain all of your
  expended tactical dice when you �nish a long rest.
  You gain another tactical die at 2nd, 3rd, 4th and 5th
  in this deployment. Additionally, your tactical die
  changes when you reach certain ranks in this
  deployment. The die becomes a d6 at 2nd rank, a d8 at
  3rd rank, a d10 at 4th rank, and a d12 at 5th rank.
  TACTICS
  The tactics are presented in alphabetical order.
  ATTACK PATTERN DELTA
  When your ship makes a ship attack while there is a
  friendly ship within 100 feet of you, you can expend a
  tactical die to grant advantage to the roll. If the attack
  hits, add the result of the die to the attack's damage
  roll.
  BREAK THE LOCK
  When you fail a Strength, Dexterity, or Constitution
  saving throw, you can expend a tactical die to attempt
  to recover. Roll the die and add the result to the saving
  throw.
  PART 1 | DEPLOYMENTS
  19
  
  2/26/2019
  SotG - Chapter 02 - Deployments | GM Binder
  https://www.gmbinder.com/documents/print/-LWWOn9g-QiF8mgkAIKZ
  11/11
  DEFENSE SCREEN
  As a bonus action, you can expend a tactical die and
  take a defensive formation as long as there is a friendly
  ship within 100 feet of you. When you do so, your AC
  increases by the amount rolled on the die until the start
  of your next turn.
  KOIOGRAN TURN
  When you are the target of an attack roll, you can
  expend a tactical die and attempt to maneuver out of
  the line of �re. Roll the die, take the result, and multiply
  it by 50. You immediately move that many feet in a
  direction of your choice. The orientation of your ship
  does not change.
  SKIM THE SURFACE
  As a bonus action, you can expend a tactical die and
  attempt to �y through the space of a hostile ship. Roll
  the die, take the result, and multiply it by 50. Your ship's
  �ying speed increases by that amount until the end of
  your turn. Additionally, moving through a hostile ship's
  space does not count as hostile terrain this turn.
  SNAP ROLL
  When you are hit by a ship attack, you can expend a
  tactical die and attempt to roll to mitigate the damage.
  When you do so, the damage you take from the attack
  is reduced by the amount rolled on the die.
  STARSHIP CHARGE
  When you take the Ram action, you can expend a
  tactical die to increase the damage. On a failed save,
  the target ship takes additional kinetic damage equal to
  the amount rolled on the die + your ship's Strength
  modi�er. Your ship has resistance to the additional
  damage dealt by this tactic.
  TARGET ACQUIRED
  As a bonus action, you can expend a tactical die and
  lock on to a target you can see. The next attack roll
  made by your ship has advantage, and if the attack hits,
  add the result of the die to the attack's damage roll.
  I'LL TRY SPINNING
  At 2nd rank, when you use take the Evade action, you
  have advantage on the Piloting check. If you already
  have advantage, you can instead reroll one of the dice
  once.
  EVASION
  Also at 2nd rank, your instinctive agility lets you dodge
  out of the way of certain area e�ects. When your ship is
  subjected to an e�ect, such as a proton torpedo or a
  seismic charge, that allows your ship to make a
  Dexterity saving throw to take only half damage, it
  instead takes no damage if it succeeds on a saving
  throw, and only half damage if it fails.
  VERSATILE PILOT
  Starting at 3rd rank, when you would expend a Tactical
  die, you can instead use a d4. You can only use this
  feature once per round.
  CUNNING AVOIDANCE
  Also at 3rd rank, once per round, when your ship is hit
  with a ship attack or fails a saving throw, you can make
  an Intelligence (Piloting) check, and instead use that
  value for your AC or saving throw.
  THAT'S A GOOD TRICK
  At 4th rank, when you take the Evade action, you can
  choose to forgo your pro�ciency bonus. If you succeed
  on the check, the target has disadvantage on attack
  rolls it makes against you before the start of your next
  turn, instead of one.
  UNCANNY DODGE
  Also at 4th rank, when an attacker that you can see hits
  your ship with an attack, you can use your reaction to
  halve the attack’s damage against your ship.
  PARAGON PILOT
  As of 5th tier, you are a paragon of your deployment.
  You regain all expended uses of your Pilot Procedure
  feature when you �nish a short or long rest.
  Additionally, when you would make a Piloting check
  while deployed as a pilot, you can take the maximum
  instead of rolling. You can use this feature before or
  after making the roll, but before any e�ects of the roll
  are determined. Once you've used this feature, you
  must complete a short or long rest before you can use
  it again.
  PILOT EXTRAORDINAIRE
  Also at 5th rank, you are a master at the helm. As a
  bonus action, you can harness your experience in a
  brief but awe-inspiring burst. Until the end of your next
  turn, you have advantage on Piloting checks, your ship
  has advantage on Strength and Dexterity saving throws,
  and attack rolls against you have disadvantage.
  Once you've used this feature, you can’t use it again
  until you �nish a short or long rest.
  PART 1 | DEPLOYMENTS
  20
  
  CHAPTER 3: STARSHIPS
            haracters are nothing without their ships, which 
            serve as a great source of inspiration and
  motivation for their adventures. The starship can even
  be the adventure itself.
  The �rst step is acquisition.
  ACQUIRING A SHIP
  Many parties might see �t to merely obtain passage on
  a vessel as a part of their adventures, and there's
  nothing wrong with that. Others will want to obtain
  their own ships as fast as possible as it is a core
  component to their character. It is at the discretion of
  the GM to determine when a party should obtain their
  �rst starship using one of the following options.
  JOINING A FACTION
  Joining a large faction, such as the Galactic Republic or
  the Empire might merit the acquisition of a personal
  starship. Generally, the faction still owns the ship and
  allows the party to use it as long as they are in
  accordance with the faction's wishes. Refusing missions
  or violating the faction's rule may lead to disavowment,
  pursuit, and eventual repossession of the ship.
  SHIPJACKING
  The most nefarious (and frankly most enjoyable) way to
  acquire a starship is to steal one. Shipjacking is an old
  and extremely dangerous profession. Starport
  authorities (as well as the original owners) are
  constantly on the lookout for stolen ships, and if the
  heroes fail to adequately falsify documentation
  identifying themselves as the ship's owners, they can
  �nd themself in an uncomfortable position.
  PURCHASING
  The most common method of acquiring a ship is by
  purchasing. The cost of a brand new "stock" starship
  can be found below, on the Starship Size Stock Cost
  table.
  STARSHIP SIZE STOCK COST
  Starship Size
  Starship Size
  Tier 0 Cost   
  Tier 0 Cost   
  Tiny
  10,000 cr    
  Small
  50,000 cr    
  Medium
  100,000 cr    
  Large
  1,000,000 cr    
  Huge
  100,000,000 cr    
  Gargantuan
  1,000,000,000 cr    
  How the players a�ord the ship varies as well. They
  may be patient, earning the credits to make the
  purchase over time. Alternatively, they might seek a
  backer, or a loan through a �nancial institution.
  Newly constructed starships come with a number of
  vacant modi�cation slots, which can be �lled with
  modi�cations. Modi�cations are discussed in Chapter
  4.
  FINANCING
  The party could seek the assistance of a �nancial
  institute to purchase a starship. Generally, the bank will
  require 20% of the starship's cost as a down payment,
  with monthly payments equal to 2% of the cost for the
  following �ve years.
  A WEALTHY SPONSOR
  Alternatively, the party may be granted the favor of
  working for a speci�c wealthy individual, such as a rich
  aristocrat. Convincing such an individual to �nance you,
  however, can be quite the adventure in-and-of itself.
  Generally you can only obtain a sponsor if you can
  prove the relationship will be mutually bene�cial.
  LOAN SHARKS
  As a less appealing (but potentially more interesting)
  option, the party could seek out a loan shark or an
  a�uent gangster to �nance a ship's acquisition. This
  usually requires less money up front, but requires
  steeper loan payments (typically 10% of the starship's
  cost each month for 3 years).
  BUILDING A SHIP
  Some players might prefer to build a ship instead.
  Building a ship is generally cheaper than buying it, but
  requires substantially more e�ort and patience;
  building takes time and necessitates use of a shipyard
  and a substantial workforce. If players elect to build a
  stock starship instead of purchasing one, it requires
  half the cost of the �nished ship in facilities, labor costs,
  and raw materials. Additionally, it requires a minimum
  workforce as shown below on the Starship Size
  Construction Workforce table.
  STARSHIP SIZE CONSTRUCTION WORKFORCE
  Starship Size
  Starship Size
  Minimum Workforce
  Minimum Workforce
  Tiny
  3
  Small
  5
  Medium
  10
  Large
  100
  Huge
  1,000
  Gargantuan
  10,000
  The amount of time it takes to build a ship depends
  on the size of the ship and the size of the workforce,
  calculated as follows:
  time (in days) = ("starship size construction cost") /
  time (in days) = ("starship size construction cost") /
  (500 x "size of workforce")
  (500 x "size of workforce")
  For instance, to build a Small ship, with a workforce of
  5, would take 20 days. To build a Huge ship, with a
  workforce of 1,000, however, would take 200 days
  [100,000,000 / (500 x 1,000)].
  It is assumed that each member of the workforce
  works 8 hours per day.
  PART 1 | STARSHIPS
  21
  
  UPGRADING A STARSHIP
  Once the party has acquired a ship, they can upgrade it
  over time. Upgrading a ship is a matter of workforce,
  time, and skill. This assumes the starship you are
  upgrading is otherwise fully functional (has no missing
  hit points or damaged systems), the requisite resources
  and tools are freely available, and you are docked at a
  spaceport or shipyard. Under less optimal conditions
  the time, money and skill required could be increased
  by as much as 100%, and the GM may decide that an
  upgrade is impossible in these circumstances.
  As players sink credits into their starship, they
  eventually hit certain thresholds that improve the tier of
  the starship. Achieving higher tiers requires scarcer
  materials, restricted schematics, and master craftsmen;
  consequently, it costs more credits As a player
  increases the tier of their starship, they unlock
  additional Hit Dice, additional modi�cation slots, and
  unique size-speci�c features. The number of credits a
  party must invest in their ship varies based on the tier
  they are trying to obtain, as show below in the Base
  Upgrade Cost by Tier table.
  BASE UPGRADE COST BY TIER
  Starship Tier
  Starship Tier
  Cost in Credits
  Cost in Credits
  1
  3,900
  2
  77,500
  3
  297,000
  4
  620,000
  5
  1,150,000
  COST MODIFIERS
  It costs more to upgrade the hull of a capital ship than
  the hull of a star�ghter; bigger starships are simply
  costlier to improve. Consequently, each starship has a
  cost modi�er depending on the ship's size, as shown in
  the Starship Size Upgrade Cost table below, which is
  multiplied by the value for that tier in the Base Upgrade
  Cost by Tier table.
  STARSHIP SIZE UPGRADE COST
  Starship Size
  Starship Size
  Cost Modi�er
  Cost Modi�er
  Tiny
    x 0.5
  Small
    x 1
  Medium
    x 2
  Large
    x 10
  Huge
    x 100
  Gargantuan
    x 1,000
  For instance, to upgrade a Small size ship from Tier 0
  to Tier 1, it costs 3,900 credits. To upgrade a Huge size
  ship from Tier 2 to Tier 3, however, it costs 29,700,000
  (297,000 x 100).
  UPGRADE WORKFORCE
  Additionally, bigger ships require more people to
  perform these upgrades. For a Small ship, a single
  person can do everything necessary (though additional
  workers will reduce the time taken), while a Medium or
  larger ship requires a more extensive workforce, as
  shown below in the Starship Size Upgrade Workforce
  table below.
  STARSHIP SIZE UPGRADE WORKFORCE
  Starship Size
  Starship Size
  Minimum Workforce
  Minimum Workforce
  Tiny
  2
  Small
  3
  Medium
  5
  Large
  50
  Huge
  500
  Gargantuan
  5,000
  UPGRADE TIME
  With su�cient workforce, a snub�ghter can be
  upgraded in no more than a week's time. However,
  upgrading a freighter can take up to a month, and an
  overhaul of a large ship such as a cruiser might take a
  year. It isn't practical for a smaller workforce to make
  changes to such big ships, regardless of how much time
  the workers have.
  The base time needed to upgrade a starship is
  calculated as follows:
  time (in days) = ("base upgrade cost by tier" x
  time (in days) = ("base upgrade cost by tier" x
  "starship size upgrade cost") / (500 x "size of
  "starship size upgrade cost") / (500 x "size of
  workforce")
  workforce")
  For instance, to upgrade a Small size ship from tier 0 to
  tier 1, with a workforce of 3, would take 2.6 days. To
  upgrade a Huge size ship from Tier 2 to Tier 3, with a
  workforce of 500, however, would take 118.8 days
  [(297,000 x 100) / (500 x 500)].
  It is assumed that each member of the workforce
  works 8 hours per day.
  Some starship features are only usable once per
  round. Once they have been used by a deployed crew
  member, they are not available for use again until the
  start of that crew member's next turn.
  STARSHIP TIER FEATURES
  Once players have upgraded a ship to tier 1 or higher,
  they unlock additional features, determined by the
  ship's size.
  PART 1 | STARSHIPS
  22
  
  TINY SHIPS
  FLAVOR TEXT
  One thing all Tiny starships have in common is that
  they are unmanned. Sometimes they are controlled
  remotely, but more often they are controlled by droids.
  STARSHIP FEATURES
  As a Tiny starship, it gains the following starship
  features at tier 0.
  ABILITY SCORES
  Strength at Tier 0: 8 (-1)
  Dexterity at Tier 0: 18 (+4)
  Constitution at Tier 0: 8 (-1)
  HIT POINTS
  Hit Dice at Tier 0: 1d4
  Hit Points for 1st Hit Die: 4 + your ship's Constitution
  modi�er
  Hit Points for subsequent Hit Die: 1d4 (or 3) + your ship's
  Constitution modi�er per Hit Die after 1st
  MODIFICATIONS
  Maximum Suite Systems: —
  Modification Slots at Tier 0: 2
  Stock Modifications: Droid Brain
  PROFICIENCIES
  Saving Throws: Dexterity
  EQUIPMENT
  Starting Equipment: Your choice of de�ection armor,
  lightweight armor, or reinforced armor
  TINY SHIPS
  Tier
  Features
  1st
  Starship Improvements
  2nd
  —
  3rd
  —
  4th
  —
  5th
  —
  STARSHIP IMPROVEMENTS
  Beginning when your ship reaches 1st tier, it gains the
  following bene�ts:
  ABILITY SCORE IMPROVEMENT
  You can increase your ship's Strength, Dexterity, or
  Constitution score by 1. At 2nd, 3rd, 4th, and 5th tier
  you may increase one ability score of your choice by 1.
  As normal, you can't increase your Strength or
  Constitution above 20, or your Dexterity above 26, with
  this feature.
  ADDITIONAL HIT DICE
  Your ship gains 1 additional Hit Die. It gains 1 additional
  Hit Die at 2nd tier (2), 3rd tier (3), 4th tier (4), and 5th
  tier (5).
  ADDITIONAL MODIFICATIONS
  Your ship gains 1 additional modi�cation slot. It gains 1
  additional modi�cation slot at 2nd tier (2), 3rd tier (3),
  4th tier (4), and 5th tier (5).
  PART 1 | STARSHIPS
  23
  
  SMALL SHIPS
  FLAVOR TEXT
  Bomber
  Interceptor
  Strike Fighter
  overview
  STARSHIP FEATURES
  As a Small starship, it gains the following starship
  features at tier 0.
  ABILITY SCORES
  Strength at Tier 0: 10 (+0)
  Dexterity at Tier 0: 16 (+3)
  Constitution at Tier 0: 10 (+0)
  HIT POINTS
  Hit Dice at Tier 0: 3d6
  Hit Points for 1st Hit Die: 6 + your ship's Constitution
  modi�er
  Hit Points for subsequent Hit Die: 1d6 (or 4) + your ship's
  Constitution modi�er per Hit Die after 1st
  MODIFICATIONS
  Maximum Suite Systems: —
  Modification Slots at Tier 0: 5
  Stock Modifications: One Fixed Hardpoint
  PROFICIENCIES
  Saving Throws: Strength or Dexterity
  EQUIPMENT
  Starting Equipment: Your choice of de�ection armor,
  lightweight armor, or reinforced armor
  SMALL SHIPS
  Tier Features
  1st
  Starship Improvements, Astromech Synergy
  2nd Role Specialization, Retro Thrusters
  3rd Versatile Snub�ghter, Maneuvering Jets
  4th Role Mastery, Standing By
  5th Paragon Snub�ghter, A Leaf on the Wind
  STARSHIP IMPROVEMENTS
  Beginning when your ship reaches 1st tier, it gains the
  following bene�ts:
  ABILITY SCORE IMPROVEMENT
  You can increase your ship's Strength, Dexterity, or
  Constitution score by 2, or you can increase two of
  these ability scores by 1. At 2nd, 3rd, 4th, and 5th tier
  you may increase one ability score of your choice by 1.
  As normal, you can't increase your Strength or
  Constitution above 20, or your Dexterity above 24, with
  this feature.
  ADDITIONAL HIT DICE
  Your ship gains 1 additional Hit Die. It gains 1 additional
  Hit Die at 2nd tier (2), 3rd tier (3), 4th tier (4), and 5th
  tier (5).
  ADDITIONAL MODIFICATIONS
  Your ship gains 1 additional modi�cation slot. It gains 1
  additional modi�cation slot at 2nd tier (2), 3rd tier (3),
  4th tier (4), and 5th tier (5).
  ASTROMECH SYNERGY
  Also at 1st tier, your starship gains an interface slot
  suited for an astromech droid.
  While an astromech droid occupies the interface slot,
  they function as a deployed crew member, rolling their
  own initiative and taking their own actions as long as
  they are not incapacitated. Additionally, deployed crew
  members can draw on it to enhance one action they
  take. When a deployed crew member makes an ability
  check, attack roll, or saving throw, they can roll an
  Astromech Synergy die, which is a d4, and add it to the
  roll. This feature can only be used by one deployed
  crew member, and it can only be used once per round.
  Your ship's Astromech Synergy die changes when it
  reaches certain tiers. The die becomes a d6 at 2nd tier,
  a d8 at 3rd tier, a d10 at 4th tier, and a d12 at 5th tier.
  This feature can be used a number of times equal to
  your ship's tier. All expended uses are regained when
  the ship undergoes maintenance.
  PART 1 | STARSHIPS
  24
  
  ROLE SPECIALIZATION
  At 2nd tier, you adopt a particular style of design for
  your ship. Choose from the following.
  BOMBER
  Your ship gains a +1 bonus to damage rolls with ship
  weapons.
  INTERCEPTOR
  You ship's �ying speed increase by 50 feet.
  STRIKE FIGHTER
  Your ship gains a +1 bonus to the attack rolls and save
  DCs of its ship weapons.
  RETRO THRUSTERS
  Also at 2nd tier, when an attacker that a deployed pilot
  or operator can see deals damage to your ship with a
  weapon, they can use their reaction to immediately
  move the ship up to 50 feet in a direction of their
  choice, halving the damage your ship takes. The
  orientation of the ship does not change.
  Once this feature has been used, it can't be used
  again until the ship undergoes maintenance.
  VERSATILE SNUBFIGHTER
  Starting at 3rd tier, when a deployed crew member
  makes an ability check, attack roll, or saving throw, they
  can use their reaction to have advantage on the roll. A
  deployed crew member can choose to use this feature
  after they make their roll, but before the GM says
  whether the roll succeeds or fails.
  This feature can be used a number of times equal to
  your ship's tier. All expended uses are regained when
  the ship undergoes maintenance.
  MANEUVERING JETS
  Also at 3rd tier, your ship can add half of its Dexterity
  modi�er (rounded down, minimum of one) to its armor
  class.
  ROLE MASTERY
  At 4th tier, you master a particular style of design for
  your ship. Choose from the following.
  BOMBER
  Starships two or more sizes larger than you have
  disadvantage on saving throws against your tertiary
  and quaternary weapons.
  INTERCEPTOR
  Your ships turning speed decreases by 50 feet. If this
  would decrease your ship's turning speed to 0, instead
  your ship's �ying speed increases by 50 feet.
  STRIKE FIGHTER
  Your ship's shield regeneration rate is doubled.
  STANDING BY
  Also at 4th tier, your ship can be pushed beyond its
  normal limits for a moment. On their turn, a deployed
  crew member can take one additional action on top of
  their regular action and a possible bonus action.
  Once this feature has been used, it can't be used
  again until the ship undergoes maintenance.
  PARAGON SNUBFIGHTER
  As of 5th tier, your starship is a the best in its class.
  Your ship's Strength, Dexterity, or Constitution score
  increases by 2. Its maximum for this score increases by
  2.
  A LEAF ON THE WIND
  Also at 5th tier, when your ship, or a deployed crew
  member, makes an ability check, attack roll, or saving
  throw, a deployed crew member can use their reaction
  to treat the amount rolled on the d20 as a 20.
  Once this feature has been used, it can't be used
  again until the ship undergoes maintenance.
  PART 1 | STARSHIPS
  25
  
  MEDIUM SHIPS
  THE FREIGHTER SHUDDERS WITH THE BLASTS OF CANNON FIRE. DESPITE
  its maneuvers, the pilot can't quite shake the pursuit.
  Finally, just as the ship's shields dissipate, the pilot
  makes the gut call, jettisoning the illicit cargo. As it
  distracts and hampers the followers, the freighter shifts
  power to the thrusters and quickly �ies away.
  As the pirates activate their tractor beam to attempt
  to capture the weaponless frigate and its exotic wares,
  the gunboat escort intercedes. It �ies in the line of the
  tractor, breaking the lock on the frigate, and unleashes
  a terrible volley of cannon �re. The pirates, incapable of
  standing such a salvo, disable the tractor beam and
  retreat.
  The atmosphere set, the captain invites his guests
  into the cantina. Fully aware of the e�ect the opulent
  room has on the unprepared, he gestures for the
  starry-eyed visitors to sit across from him. He indicates
  for the server to bring drinks, as he casually leans back
  and puts his feet on the table, con�dent that this deal
  will go in his favor.
  Medium ships are the bread and butter of the close-
  knit group. They are large enough to accommodate all
  of the immediate needs of a crew, while at the same
  time being small enough to feel cozy.
  STARSHIP FEATURES
  As a Medium starship, it gains the following starship
  features at tier 0.
  ABILITY SCORES
  Strength at Tier 0: 12 (+1)
  Dexterity at Tier 0: 14 (+2)
  Constitution at Tier 0: 12 (+1)
  HIT POINTS
  Hit Dice at Tier 0: 5d8
  Hit Points for 1st Hit Die: 8 + your ship's Constitution
  modi�er
  Hit Points for subsequent Hit Die: 1d8 (or 5) + your ship's
  Constitution modi�er per Hit Die after 1st
  MODIFICATIONS
  Maximum Suite Systems: 4
  Modification Slots at Tier 0: 10
  Stock Modifications: Hyperdrive Slot, and your choice of
  one Barracks, Living Quarters, or Luxury Quarters suite
  PROFICIENCIES
  Saving Throws: Your choice of Strength, Dexterity, or
  Constitution
  EQUIPMENT
  Starting Equipment: Your choice of de�ection armor,
  lightweight armor, or reinforced armor; and a class 15
  hyperdrive
  MEDIUM SHIPS
  Tier Features
  1st
  Starship Improvements, Evasive Maneuvers
  2nd Role Specialization, Nimble Starship
  3rd Versatile Transport, Hold Together
  4th Role Mastery, Adaptive Armor
  5th Paragon Transport, Best Ship in the 'Verse
  STARSHIP IMPROVEMENTS
  Beginning when your ship reaches 1st tier, it gains the
  following bene�ts:
  ABILITY SCORE IMPROVEMENT
  You can increase your ship's Strength, Dexterity, or
  Constitution score by 2, or you can increase two of
  these ability scores by 1. At 2nd, 3rd, 4th, and 5th tier
  you may increase one ability score of your choice by 1.
  As normal, you can't increase your Strength or
  Constitution above 20, or your Dexterity above 22, with
  this feature.
  ADDITIONAL HIT DICE
  Your ship gains 1 additional Hit Die. It gains 1 additional
  Hit Die at 2nd tier (2), 3rd tier (3), 4th tier (4), and 5th
  tier (5).
  ADDITIONAL MODIFICATIONS
  Your ship gains 2 additional modi�cation slots. It gains
  2 additional modi�cation slots at 2nd tier (4), 3rd tier
  (6), 4th tier (8), and 5th tier (10).
  EVASIVE MANEUVERS
  Also at 1st tier, when a deployed pilot rolls for initiative,
  they can immediately move the ship. This movement
  happens before the initiative order is determined.
  The amount the ship moves is determined by rolling
  an Evasive Maneuvers die, which is a d4, and
  multiplying it by 50 feet. The ship then gains that many
  feet that it can move or spend to turn.
  Your ship's Evasive Maneuvers die changes when it
  reaches certain tiers. The die becomes a d6 at 2nd tier,
  a d8 at 3rd tier, a d10 at 4th tier, and a d12 at 5th tier.
  This feature can be used a number of times equal to 
  2 x your ship's tier. All expended uses are regained
  when the ship undergoes maintenance.
  PART 1 | STARSHIPS
  26
  
  ROLE SPECIALIZATION
  At 2nd tier, you adopt a particular style of design for
  your ship. Choose from the following.
  FREIGHTER
  Your ship gains the Storage Compartment modi�cation,
  which does not count against its total modi�cations or
  suite systems. Additionally, your ship's base cargo
  capacity increases to 50 tons.
  GUNBOAT
  Your ship gains a Fixed Hardpoint modi�cation, which
  does not count against its total modi�cations.
  Additionally, your ship has a +1 bonus to damage rolls
  with ship weapons.
  YACHT
  Your ship gains the Recreation modi�cation, which does
  not count against its total modi�cations or suite
  systems. Additionally, while hosting guests on your
  ship, they have disadvantage on Intelligence and
  Wisdom checks.
  NIMBLE STARSHIP
  Also at 2nd tier, your ship can add half its Dexterity
  modi�er (minimum of one) to any saving throw it
  makes that doesn't already include that modi�er.
  VERSATILE TRANSPORT
  Starting at 3rd tier, when a deployed crew member
  makes an ability check, attack roll, or saving throw, they
  can use their reaction to have advantage on the roll. A
  deployed crew member can choose to use this feature
  after they make their roll, but before the GM says
  whether the roll succeeds or fails.
  This feature can be used a number of times equal to 
  2 x your ship's tier. All expended uses are regained
  when the ship undergoes maintenance.
  HOLD TOGETHER
  Also at 3rd tier, when your ship takes damage while at 0
  hit points, it makes a Destruction saving throw, instead
  of automatically failing.
  ROLE MASTERY
  At 4th tier, you master a particular style of design for
  your ship. Choose from the following.
  FREIGHTER
  When your ship fails a Strength or Dexterity saving
  throw, a deployed crew member can use their reaction
  to jettison some of the cargo stored in its storage
  compartments. If you jettison at least 50 tons of cargo,
  you can reroll the saving throw and must use the new
  roll. If you jettison at least 75 tons of cargo, however,
  you instead automatically succeed on the saving throw.
  Additionally, the area in a line 300 feet long and 100
  feet wide behind your ship becomes di�cult terrain for
  1 minute.
  GUNBOAT
  Once per round, a deployed gunner can roll the
  weapon damage dice one additional time when
  determining the extra damage for a critical hit with a
  ship attack.
  YACHT
  You have advantage Charisma checks made against
  those who can see your ship.
  ADAPTIVE ARMOR
  Also at 4th tier, when your ship is hit with an attack roll,
  a deployed pilot can add the ship's Constitution
  modi�er to the roll to attempt to turn that hit into a
  miss.
  This feature can be used a number of times equal to
  your ship's tier. All expended uses are regained when
  the ship undergoes maintenance.
  PARAGON TRANSPORT
  As of 5th tier, your starship is a the best in its class. Two
  of your ship's Strength, Dexterity, or Constitution score
  (your choice) increases by 2. Its maximum for these
  scores increases by 2.
  BEST SHIP IN THE 'VERSE
  Also at 5th tier, as an action, a deployed crew member
  can give the ship resistance to unenhanced damage
  from ship weapons for 1 minute.
  This e�ect ends early if the ship is disabled. Once this
  feature has been used, it can't be used again until the
  ship undergoes maintenance.
  PART 1 | STARSHIPS
  27
  
  LARGE SHIPS
  TRAPPED IN THE CAPITAL SHIP'S TRACTOR BEAM, THE AMBASSADOR
  frigate moves slowly towards the cruiser. Finally,
  bringing all the power the ship has to bare, the frigate is
  able to break the hold of the tractor beam and regain
  its trajectory, slowly but surely increasing the distance,
  before �nally escaping the planet's moon and being
  able to jump to hyperspace.
  Corvette
  Picket Ship
  overview
  STARSHIP FEATURES
  As a Large starship, it gains the following starship
  features at tier 0.
  ABILITY SCORES
  Strength at Tier 0: 14 (+2)
  Dexterity at Tier 0: 12 (+1)
  Constitution at Tier 0: 14 (+2)
  HIT POINTS
  Hit Dice at Tier 0: 7d10
  Hit Points for 1st Hit Die: 10 + your ship's Constitution
  modi�er
  Hit Points for subsequent Hit Die: 1d10 (or 6) + your
  ship's Constitution modi�er per Hit Die after 1st
  MODIFICATIONS
  Maximum Suite Systems: 8
  Modification Slots at Tier 0: 15
  Stock Modifications: Hyperdrive Slot, Navcomputer Slot,
  and your choice of two Barracks, Living Quarters, or
  Luxury Quarters suites
  PROFICIENCIES
  Saving Throws: Your choice of Strength or Constitution
  EQUIPMENT
  Starting Equipment: Your choice of de�ection armor,
  lightweight armor, or reinforced armor; a class 15
  hyperdrive; and a basic navcomputer
  LARGE SHIPS
  Tier Features
  1st
  Starship Improvements, Blockade Runner
  2nd Role Specialization, Concentrated Fire
  3rd
  Versatile Frigate, Heavy Cannon
  4th
  Role Mastery, Tactical Retreat
  5th
  Paragon Frigate, Spinal Mount
  STARSHIP IMPROVEMENTS
  Beginning when your ship reaches 1st tier, it gains the
  following bene�ts:
  ABILITY SCORE IMPROVEMENT
  You can increase your ship's Strength, Dexterity, or
  Constitution score by 2, or you can increase two of
  these ability scores by 1. At 2nd, 3rd, 4th, and 5th tier
  you may increase one ability score of your choice by 1.
  As normal, you can't increase your Strength or
  Constitution above 22, or your Dexterity above 20, with
  this feature.
  ADDITIONAL HIT DICE
  Your ship gains 1 additional Hit Die. It gains 1 additional
  Hit Die at 2nd tier (2), 3rd tier (3), 4th tier (4), and 5th
  tier (5).
  ADDITIONAL MODIFICATIONS
  Your ship gains 3 additional modi�cation slots. It gains
  3 additional modi�cation slots at 2nd tier (6), 3rd tier
  (9), 4th tier (12), and 5th tier (15).
  BLOCKADE RUNNER
  Also at 1st tier, your starship gains the ability to react to
  damage from large ships.
  As a reaction to being hit with an attack roll from a
  Large or larger ship, a deployed pilot can use their
  reaction to immediately move the ship forward an
  amount equal to half its �ying speed (rounded down)
  and then roll a Blockade Runner die, which is a d4, and
  subtract it from the triggering attack roll, potentially
  causing it to miss.
  Your ship's Blockade Runner die changes when it
  reaches certain tiers. The die becomes a d6 at 2nd tier,
  a d8 at 3rd tier, a d10 at 4th tier, and a d12 at 5th tier.
  This feature can be used a number of times equal to 
  3 x your ship's tier. All expended uses are regained
  when the ship undergoes maintenance.
  PART 1 | STARSHIPS
  28
  
  ROLE SPECIALIZATION
  At 2nd tier, you adopt a particular style of design for
  your ship. Choose from the following.
  AMBASSADOR
  Your ship gains a Luxury Quarters suite, which does not
  count against its total modi�cations or suite systems.
  Additionally, while hosting guests on your ship, crew
  members have advantage on Charisma checks made
  against them.
  CORVETTE
  Your ship gains a Fixed Hardpoint modi�cation, which
  does not count against its total modi�cations.
  Additionally, your ship has a +1 bonus to damage rolls
  with ship weapons.
  PICKET SHIP
  Your ship gains a Point Defense System, which does not
  count against its total modi�cations. Additionally, the
  damage of your point defense systems increases to
  2d8, from 2d6.
  CONCENTRATED FIRE
  Also at 2nd tier, once per turn, when a deployed gunner
  makes an attack roll against a ship of size Large or
  larger that was hit by an attack from an allied ship of
  size Large or larger since the end of the target ship's
  last turn, they have advantage on the attack roll. If the
  deployed gunner already had advantage on the attack
  roll, they can instead reroll one of the dice once.
  VERSATILE FRIGATE
  Starting at 3rd tier, when a deployed crew member
  makes an ability check, attack roll, or saving throw, they
  can use their reaction to have advantage on the roll. A
  deployed crew member can choose to use this feature
  after they make their roll, but before the GM says
  whether the roll succeeds or fails.
  This feature can be used a number of times equal to 
  3 x your ship's tier. All expended uses are regained
  when the ship undergoes maintenance.
  HEAVY CANNON
  Also at 3rd tier, your ship is equipped with a forward-
  mounted heavy cannon at its helm. As an action, a
  deployed gunner can �re the heavy cannon. The heavy
  cannon has a limited �ring arc, normal range of 1,000
  feet and a long range of 2,000 feet, can be �red twice,
  and it deals 3d10 energy damage on a hit. Attack rolls
  made with the heavy cannon have a +1 bonus.
  This weapon does not count towards your ship's
  maximum number of hardpoints.
  ROLE MASTERY
  At 4th tier, you master a particular style of design for
  your ship. Choose from the following.
  AMBASSADOR
  Your ship has advantage on saving throws to avoid
  being rammed or tractored.
  CORVETTE
  Your ship's �ying speed increases by 50 feet.
  PICKET SHIP
  The range of your point defense systems increases by
  100 feet. Additionally, Large or smaller ships have
  disadvantage on saving throws against your point
  defense systems.
  TACTICAL RETREAT
  Also at 4th tier, when a deployed operator rolls a 1 on
  an Intelligence (Technology) check to calculate
  astrogation, or a Constitution saving throw to maintain
  the hyperdrive booting, they can reroll the die. They
  must use the new roll.
  PARAGON FRIGATE
  As of 5th tier, your starship is a the best in its class.
  Your ship's Strength, Dexterity, and Constitution scores
  increase by 2. Its maximum for these scores increases
  by 2.
  SPINAL MOUNT
  Also at 5th tier, once on each deployed gunners' turn,
  they can add the ship's Strength modi�er to the attack
  roll or the damage roll of an attack it makes. You can
  choose to use this feature before or after the roll, but
  before any e�ects of the roll are applied.
  PART 1 | STARSHIPS
  29
  
  HUGE SHIPS
  THE BATTLESHIP'S SHIELDS FLICKERS AS IT ABSORBS THE BLOWS OF THE
  attacking �ghters. It continues inexorably past them,
  approaching the fragile medical frigate they scramble to
  protect, before unleashing a �erce volley and snapping
  it in half.
  As the carrier leaves hyperspace, snub�ghters deploy
  in formations and move to intercept. Before the enemy
  craft has the opportunity to respond, the �ghters fall
  upon them, quickly decimating their ranks.
  With the command given, the operator activates the
  interdictor's gravity well projectors. Accompanied by a
  low-pitched hum, the gravity well projectors power up.
  Minutes pass for the ship uneventfully, until �nally a
  frigate lurches unceremoniously out of hyperspace into
  realspace in front of them. The ship then activates its
  tractor beam, trapping its quarry.
  Huge starships, regardless of their speci�c purpose,
  are the backbone of any military. They provide a mobile
  base of operations and function as a staging ground for
  the faction that controls them.
  STARSHIP FEATURES
  As a Huge starship, it gains the following starship
  features at tier 0.
  ABILITY SCORES
  Strength at Tier 0: 16 (+3)
  Dexterity at Tier 0: 10 (+0)
  Constitution at Tier 0: 16 (+3)
  HIT POINTS
  Hit Dice at Tier 0: 9d12
  Hit Points for 1st Hit Die: 12 + your ship's Constitution
  modi�er
  Hit Points for subsequent Hit Die: 1d12 (or 7) + your
  ship's Constitution modi�er per Hit Die after 1st
  MODIFICATIONS
  Maximum Suite Systems: 15
  Modification Slots at Tier 0: 20
  Stock Modifications: Enhanced Scanner, Hyperdrive Slot,
  Navcomputer Slot, Escape Pod suite, and your choice of
  four Barracks, Living Quarters, or Luxury Quarters suites
  PROFICIENCIES
  Saving Throws: Your choice of Strength or Constitution
  EQUIPMENT
  Starting Equipment: Your choice of de�ection armor,
  lightweight armor, or reinforced armor; a class 15
  hyperdrive; and a basic navcomputer
  HUGE SHIPS
  Tier Features
  1st
  Starship Improvements, Damage Control
  2nd Role Specialization, Staging Ground
  3rd
  Versatile Cruiser, Capital Railgun
  4th
  Role Mastery, Broadside
  5th
  Paragon Cruiser, Capital Ship
  STARSHIP IMPROVEMENTS
  Beginning when your ship reaches 1st tier, it gains the
  following bene�ts:
  ABILITY SCORE IMPROVEMENT
  You can increase your ship's Strength, Dexterity, or
  Constitution score by 2, or you can increase two of
  these ability scores by 1. At 2nd, 3rd, 4th, and 5th tier
  you may increase one ability score of your choice by 1.
  As normal, you can't increase your Strength or
  Constitution above 24, or your Dexterity above 20, with
  this feature.
  ADDITIONAL HIT DICE
  Your ship gains 1 additional Hit Die. It gains 1 additional
  Hit Die at 2nd tier (2), 3rd tier (3), 4th tier (4), and 5th
  tier (5).
  ADDITIONAL MODIFICATIONS
  Your ship gains 4 additional modi�cation slots. It gains
  4 additional modi�cation slots at 2nd tier (8), 3rd tier
  (12), 4th tier (16), and 5th tier (20).
  DAMAGE CONTROL
  Also at 1st tier, your starship gains the ability to
  mitigate damage from ships.
  Once per turn, as a reaction to being dealt damage by
  a ship weapon, a deployed crew member can use their
  reaction and roll a Damage Control die, which is a d4,
  and subtract it from the damage roll.
  Your ship's Damage Control die changes when it
  reaches certain tiers. The die becomes a d6 at 2nd tier,
  a d8 at 3rd tier, a d10 at 4th tier, and a d12 at 5th tier.
  This feature can be used a number of times equal to 
  4 x your ship's tier. All expended uses are regained
  when the ship undergoes maintenance.
  PART 1 | STARSHIPS
  30
  
  ROLE SPECIALIZATION
  At 2nd tier, you adopt a particular style of design for
  your ship. Choose from the following.
  BATTLESHIP
  Your ship gains two Fixed Hardpoint modi�cations,
  which do not count against its total modi�cations.
  Additionally, your ship has a +1 bonus to damage rolls
  with ship weapons.
  CARRIER
  Your ship gains two Docking Bay suites, which do not
  count against its total modi�cations or suite systems.
  Additionally, the capacity of your docking bays are
  doubled.
  INTERDICTOR
  Your ship gains the Tractor Beam and Gravity Well
  Projector modi�cations, which do not count against its
  total modi�cations. Additionally, ships of Large size or
  smaller have disadvantage on saving throws against
  your tractor beams.
  STAGING GROUND
  Also at 2nd tier, the capacity for your Barracks, Living
  Quarters, and Luxury Quarters suites are doubled.
  Additionally, when crew members or troopers deploy,
  they have advantage on their �rst ability check, attack
  roll, or saving throw they make before the end of their
  next long rest. Once a crew member or troop has
  bene�ted from this feature, they can not bene�t from it
  again until they complete a long rest.
  VERSATILE CRUISER
  Starting at 3rd tier, when a deployed crew member
  makes an ability check, attack roll, or saving throw, they
  can use their reaction to have advantage on the roll. A
  deployed crew member can choose to use this feature
  after they make their roll, but before the GM says
  whether the roll succeeds or fails.
  This feature can be used a number of times equal to 
  4 x your ship's tier. All expended uses are regained
  when the ship undergoes maintenance.
  CAPITAL RAILGUN
  Also at 3rd tier, your ship is equipped with a forward-
  mounted railgun at its helm. As an action, a deployed
  gunner can �re the capital railgun. The capital railgun
  has a limited �ring arc, a close range of 3,000 feet and a
  normal range of 6,000 feet, can be �red once per
  round, and it deals 6d10 energy damage on a hit. Attack
  rolls made with the capital railgun have a +2 bonus.
  This weapon does not count towards your ship's
  maximum number of hardpoints.
  ROLE MASTERY
  At 4th tier, you master a particular style of design for
  your ship. Choose from the following.
  BATTLESHIP
  When a deployed gunner rolls a 1 or 2 on the on a
  damage die for a primary or secondary weapon, they
  can reroll the die and must use the new roll, even if the
  new roll is a 1 or a 2.
  CARRIER
  When ships are deployed from your carrier, they have
  advantage on the �rst ability check, attack roll, or saving
  throw they make before the end of their next
  maintenance. Once a ship has bene�ted from this
  feature, it can not bene�t from it again until it
  undergoes maintenance.
  INTERDICTOR
  Ships of Huge size or smaller have disadvantage on the
  saving throws against your tractor beams. If they
  already have disadvantage, you can instead force them
  to reroll one of the dice once.
  BROADSIDE
  Also at 4th tier, once on each of their turns, when a
  deployed gunner makes a ship attack, they can make
  another attack with the same weapon against a
  di�erent ship that is within 100 feet of the original
  target and within range of their weapon.
  PARAGON CRUISER
  As of 5th tier, your starship is a the best in its class.
  Your ship's Strength, Dexterity, or Constitution score
  increases by 4, and the other two ability scores increase
  by 2. Its maximum for this score increases by 4, and for
  the other two ability scores by 2.
  CAPITAL SHIP
  Also at 5th tier, a deployed coordinator can, as a bonus
  action, delegate a plan of action to the crew. The ship
  can immediately move up to its �ying speed, and up to
  �ve deployed crew members on that ship can use their
  reaction to immediately take an action.
  Once this feature has been used, it can't be used
  again until the ship undergoes maintenance.
  PART 1 | STARSHIPS
  31
  
  GARGANTUAN SHIPS
  THE SMALLER SHIPS RETREAT INTO THE SHADOW OF THE BLOCKADE
  ship, �eeing an overwhelming foe. As the dreadnoughts
  shields envelope them, they quickly turn and spring on
  their pursuers, utilizing the bulwarks shields as they
  unleash all of the �repower they have to bear.
  In the center of the �eet, the command ship surveys
  the battle�eld. Wherever the line wavers, the command
  ship quickly directs ships to reinforce. Finally, the
  formations of the enemy �ag, and the command ship
  directs the �eet to capitalize on their failure.
  The warship looms ominously over the battle�eld as
  the two opposing armies crash. Despite the e�orts of
  the enemy line, the warship closes into �ring range of
  the capital ships, �nally unleashing its devastating
  arsenal.
  Huge ships are the dreadnoughts that strike fear into
  the hearts of the faithless. They are the embodiment of
  indomitable might: a symbol of total and complete
  control.
  STARSHIP FEATURES
  As a Gargantuan starship, it gains the following starship
  features at tier 0.
  ABILITY SCORES
  Strength at Tier 0: 18 (+4)
  Dexterity at Tier 0: 8 (-1)
  Constitution at Tier 0: 18 (+4)
  HIT POINTS
  Hit Dice at Tier 0: 11d20
  Hit Points for 1st Hit Die: 20 + your ship's Constitution
  modi�er
  Hit Points for subsequent Hit Die: 1d20 (or 11) + your
  ship's Constitution modi�er per Hit Die after 1st
  MODIFICATIONS
  Maximum Suite Systems: 30
  Modification Slots at Tier 0: 25
  Stock Modifications: Emergency Generator, Enhanced
  Communications, Enhanced Scanner, Hyperdrive Slot,
  Navcomputer Slot, Surge Protector, Docking Bay and
  Escape Pod suites, and your choice of eight Barracks,
  Living Quarters, or Luxury Quarters suites
  PROFICIENCIES
  Saving Throws: Your choice of Strength or Constitution
  EQUIPMENT
  Starting Equipment: Your choice of de�ection armor,
  lightweight armor, or reinforced armor; a class 15
  hyperdrive; and a basic navcomputer
  GARGANTUAN SHIPS
  Tier Features
  1st
  Starship Improvements, Superior Firepower
  2nd Role Specialization, Prime Doctrine
  3rd Versatile Dreadnought, Superweapon
  4th Role Mastery, Citadel
  5th Paragon Dreadnought, Devastator
  STARSHIP IMPROVEMENTS
  Beginning when your ship reaches 1st tier, it gains the
  following bene�ts:
  ABILITY SCORE IMPROVEMENT
  You can increase your ship's Strength, Dexterity, or
  Constitution score by 2, or you can increase two of
  these ability scores by 1. At 2nd, 3rd, 4th, and 5th tier
  you may increase one ability score of your choice by 1.
  As normal, you can't increase your Strength or
  Constitution above 26, or your Dexterity above 20, with
  this feature.
  ADDITIONAL HIT DICE
  Your ship gains 1 additional Hit Die. It gains 1 additional
  Hit Die at 2nd tier (2), 3rd tier (3), 4th tier (4), and 5th
  tier (5).
  ADDITIONAL MODIFICATIONS
  Your ship gains 5 additional modi�cation slots. It gains
  5 additional modi�cation slots at 2nd tier (10), 3rd tier
  (15), 4th tier (20), and 5th tier (25).
  SUPERIOR FIREPOWER
  Also at 1st tier, your starship's �repower can
  overwhelm larger ships.
  When a deployed gunner deals damage to a Large or
  larger ship with a ship weapon, the gunner can increase
  the damage by rolling a Superior Firepower die, which is
  a d4, and add it to the damage roll (no action required).
  Your ship's Superior Firepower die changes when it
  reaches certain tiers. The die becomes a d6 at 2nd tier,
  a d8 at 3rd tier, a d10 at 4th tier, and a d12 at 5th tier.
  This feature can be used a number of times equal to 
  5 x your ship's tier. All expended uses are regained
  when the ship undergoes maintenance.
  PART 1 | STARSHIPS
  32
  
  ROLE SPECIALIZATION
  At 2nd tier, you adopt a particular style of design for
  your ship. Choose from the following.
  BLOCKADE SHIP
  Your ship gains the Emergency Generator and Power
  Backup modi�cations, which do not count against its
  total modi�cations. Additionally, your ships shields
  extend further around it. Whenever a friendly ship
  would take damage while within 250 feet of your ship, if
  the source of that damage is more than 250 feet away
  for your ship and your ship's shields are active, they
  instead take that damage. If the damage reduces your
  shield to 0, the protected ship takes any remaining
  damage.
  COMMAND SHIP
  Your ship gains the Command Center suite and Scanner
  modi�cations, which do not count against its total
  modi�cations or suite systems. Additionally, when a
  coordinator deployed in a command center takes the
  Direct action, the target of the Direct action can reroll
  one of the dice once.
  WARSHIP
  Your ship gains two Fixed Hardpoint modi�cations,
  which do not count against its total modi�cations.
  Additionally, your ship has a +1 bonus to damage rolls
  with ship weapons.
  PRIME DOCTRINE
  Also at 2nd tier, your starship strikes fear in your
  enemies. When a deployed coordinator rolls initiative,
  they can attempt to frighten other ships. Each crew
  member deployed on a hostile ship must make a
  Wisdom saving throw (DC = 8 + the coordinator's
  pro�ciency bonus + their Charisma modi�er). On a
  failed save, a�ected crew members have disadvantage
  on the �rst ability check, attack roll, or saving throw
  they make each round for 1 minute. At the end of each
  of their turns, they repeat this save, ending this e�ect
  on a success. Additionally, on a successful save, they
  become immune to this feature for one day.
  Once this feature has been used, it can't be used
  again until the ship undergoes maintenance.
  VERSATILE DREADNOUGHT
  Starting at 3rd tier, when a deployed crew member
  makes an ability check, attack roll, or saving throw, they
  can use their reaction to have advantage on the roll. A
  deployed crew member can choose to use this feature
  after they make their roll, but before the GM says
  whether the roll succeeds or fails.
  This feature can be used a number of times equal to 
  5 x your ship's tier. All expended uses are regained
  when the ship undergoes maintenance.
  SUPERWEAPON
  Also at 3rd tier, your ship is equipped with a
  superweapon. As an action, a deployed operator can
  activate the superweapon, which has a limited �ring
  arc, as described in Chapter 9. When activated, a beam
  of destructive energy forming a line 10,000 feet long
  and 100 feet wide blasts from the weapon. Each ship in
  the line must make a Dexterity saving throw (DC = 8 +
  the operator's pro�ciency bonus + the ship's Strength
  modi�er). On a failed save, a ship takes 10d10 energy
  damage, or half as much on a successful one.
  Once this feature has been used, it can't be used
  again until the ship undergoes maintenance.
  ROLE MASTERY
  At 4th tier, you master a particular style of design for
  your ship. Choose from the following.
  BLOCKADE SHIP
  The protective radius of your ship's shields increases to
  500 feet, and your shield regeneration rate doubles.
  COMMAND SHIP
  A deployed coordinator can, as an action, issue an
  order to a Huge or smaller ship. That ship can
  immediately move up to its �ying speed, and up to �ve
  deployed crew members on that ship can use their
  reaction to immediately take an action.
  Once this feature has been used, it can't be used
  again until the ship undergoes maintenance.
  WARSHIP
  When a deployed gunner on your ship rolls the
  maximum on a damage die for a ship weapon, they can
  roll an additional die.
  CITADEL
  Also at 4th tier, the capacity for all of your suites is
  doubled. Additionally, your starship's maximum
  capacity for fuel and consumables doubles, and
  civilians, crew members, and troopers aboard your
  starship have advantage on Constitution saving throws
  made to avoid Exhaustion.
  PARAGON DREADNOUGHT
  As of 5th tier, your starship is a the best in its class. Two
  of your ship's Strength, Dexterity, or Constitution score
  (your choice) increase by 4, and the other ability score
  increases by 2. Its maximum for the chosen scores
  increases by 4, and for the other ability score by 2.
  DEVASTATOR
  Also at 5th tier, as an action, a deployed crew member
  can give the ship the following bene�ts for 1 minute:
  Your ship has resistance to all damage.
  Your ship's ship attacks score a critical hit on a roll of 19
  or 20 on the d20.
  This e�ect ends early if the ship is disabled. Once this
  feature has been used, it can't be used again until the
  ship undergoes maintenance.
  PART 1 | STARSHIPS
  33
  
  VARIANT: SPACE STATIONS
  Players may decide they want to invest in a space
  station. Only size categories Large and larger are
  appropriate for space stations. If players elect to own a
  space station instead of—or in addition to—a starship,
  use the following rules.
  ARMOR CLASS
  When calculating a space station's armor class, use the
  operator's Technology instead of of the pilot's Piloting,
  by taking the station's size base armor class (as shown
  in the Starship Size Base Armor Class table on page 56),
  add the deployed operator's Intelligence (Technology)
  modi�er, and any applicable bonuses. For example, a
  Large station has a base armor class of 7. If the
  operator has an Intelligence of 16, a pro�ciency bonus
  of +2, pro�ciency in Technology, and the station is using
  de�ection armor, his station has an armor class of 12.
  You do not require pro�ciency in Technology to attempt
  to operate a space station.
  STOCK MODIFICATIONS
  Your space station comes with the Central Computer
  universal system in addition to the other stock
  modi�cations.
  FLYING SPEED AND TURNING SPEED
  The station's �ying speed become 50 feet and it's
  turning speed becomes 100 feet, regardless of any
  bonuses or penalties. The station's �ying speed and
  turning speed can never be increased or decreased.
  HIT POINTS PER HIT DIE
  For each Hit Die a space station has, it gains 2
  additional hit points.
  HYPERSPACE TRAVEL
  Your travel time in hyperspace is doubled.
  MODIFICATION SLOTS AT TIER 0
  The modi�cation slots at tier 0 doubles. For instance,
  while a Large ship has 15 modi�cation slots at tier 0, a
  Large station instead has 30 modi�cation slots.
  STARSHIP SIZE MAXIMUM SUITES
  The maximum number of suites a station can have (as
  shown in the Starship Size Maximum Suites table on
  page 43) doubles. For instance, while a Large ship has a
  maximum of 8 suites, a Large station instead has a
  maximum of 16 suites.
  SPACE STATION TIER FEATURES
  When players upgrade a space station to certain tier
  levels, they can choose from the following feature
  options, instead of those available only to starships.
  ROLE SPECIALIZATION
  At 2nd tier, you adopt a particular style of design for
  your ship. Choose from the following.
  SPACE STATION (LARGE)
  Your station gains the Premium Central Computer
  modi�cation, which does not count against its total
  modi�cations. Additionally, when a deployed crew
  member on your station has to make an Intelligence
  (Technology) check, if their bonus to Technology checks
  is less than that of the station's arti�cial intelligence,
  they can instead use the arti�cial intelligence's bonus to
  Technology checks.
  SPACE STATION (HUGE)
  Your station gains the Premium Central Computer and
  Enhanced Communications modi�cations, which do not
  count against its total modi�cations. Additionally, when
  a deployed crew member on your station has to make
  an Intelligence (Technology) check, if their bonus to
  Technology checks is less than that of the station's
  arti�cial intelligence, they can instead use the arti�cial
  intelligence's bonus to Technology checks.
  SPACE STATION (GARGANTUAN)
  Your station gains the Premium Central Computer and
  Improved Communications modi�cations, which do not
  count against its total modi�cations. Additionally, when
  a deployed crew member on your station has to make
  an Intelligence (Technology) check, if their bonus to
  Technology checks is less than that of the station's
  arti�cial intelligence, they can instead use the arti�cial
  intelligence's bonus to Technology checks.
  ROLE MASTERY
  At 4th tier, you master a particular style of design for
  your ship. Choose from the following.
  SPACE STATION (ALL SIZES)
  When a deployed crew member on your station is
  targeted by the Interfere action, they have advantage
  on the Intelligence (Technology) check made to contest
  it. If they already have advantage, they can instead
  reroll one of the dice once.
  PART 1 | STARSHIPS
  34
  
  CHAPTER 4: MODIFICATIONS
             s soon as heroes get theirs hands on a starship,
             they want to modify it. The desire for faster
  hyperdrives, more weapons, better shields, and
  possibly even some space for smuggled goods
  generally comes before the �rst payment to a Hutt loan
  shark is due. Upgrading and modifying a starship gives
  players a sense of ownership that makes them more
  connected to a campaign, and it serves other useful
  purposes as well.
  Heroes who want to improve a starship have a built-
  in reason to take risks to earn credits (or other rewards,
  such as the use of the repair bay of a grateful military
  group). Although Star Wars focuses on on heroic action-
  adventure over the cobbling together of credits for
  tinkering with a ship, many characters are simply more
  motivated if they know there's a material reward on the
  line. Furthermore, a starship acts as a good base of
  operations, allowing heroes to have a place that seems
  like home even as they gallivant across the galaxy.
  Finally, as the heroes gain levels, a better-equipped ship
  prepares them for greater challenges.
  MODIFYING A STARSHIP
  When ships are produced, they are left with a certain
  amount of extra space, superstructure and power
  consumption leftover to facilitate the addition of new
  system modi�cations and suites. In addition to the
  costs associated with acquiring raw materials,
  components and installation, each one of these
  modi�cations consumes one of a ship's modi�cation
  slots. This section details all of the system modi�cations
  available to a ship. There are �ve categories of
  modi�cations:
  Engineering: These systems aid in mechanical function
  of the ship.
  Operation: These systems aid in operations and
  response function of the ship.
  Suite: These systems add population-based
  functionality to the ship.
  Universal: These systems passively augment the ship.
  Weapon: These systems add new weapon mounts, or
  improve existing ones.
  When players acquire a new ship, it typically comes
  with minimal modi�cations already installed. Players
  then choose the modi�cations they want installed on
  their ship. Like construction and upgrading, installing
  new systems and modifying old ones takes materials,
  time, and a substantial workforce. Even with the
  requisite components, the GM may decide that a
  modi�cation is inaccessible; it might only be obtainable
  if the heroes get hold of it directly, by recovering it from
  a supply depot, trading it o� of a collector, or stealing it
  from the manufacturer.
  The cost of a modi�cation depends on the category
  from which it comes, as shown below in the
  Modi�cation Category Cost table.
  MODIFICATION CATEGORY BASE COST
  Modi�cation Category
  Base Cost
  Engineering
  3,500 cr
  Operation
  3,500 cr
  Suite
  5,000 cr
  Universal
  4,000 cr
  Weapon
  3,000 cr
  COST MODIFIERS
  In the same way it costs more to upgrade a capital ship
  than a star�ghter, it costs more to modify it as well.
  Each starship has a cost modi�er depending on the
  ship's size, as shown in the Starship Size Modi�cation
  Cost table below:
  STARSHIP SIZE MODIFICATION COST
  Starship Size
  Cost Modi�er
  Tiny
    x 0.5
  Small
    x 1
  Medium
    x 2
  Large
    x 5
  Huge
    x 50
  Gargantuan
    x 500
  For instance, to purchase and install a Fixed
  Hardpoint in a Small ship, it costs 3,000 credits. To
  purchase and install one on a Huge ship, however, it
  costs 150,000 (3,000 x 50).
  MODIFICATION WORKFORCE
  Additionally, bigger ships require more people to
  perform modi�cations. For a Small ship, two people can
  do everything necessary (though additional sta� will
  reduce the time taken), while a Medium or larger ship
  requires a more extensive workforce, as shown below
  in the Starship Size Modi�cation Workforce table.
  STARSHIP SIZE MODIFICATION WORKFORCE
  Starship Size
  Minimum Workforce
  Tiny
  1
  Small
  2
  Medium
  4
  Large
  10
  Huge
  100
  Gargantuan
  1,000
  PART 1 | MODIFICATIONS
  35
  
  MODIFICATION TIME
  With su�cient workforce, a snub�ghter can be
  modi�ed in no more than a week's time. However, a
  new modi�cation layout in a freighter can take up to a
  month, and an overhaul of a large ship such as a cruiser
  might take a year. It isn't practical for a smaller
  workforce to make changes to such big ships,
  regardless of how much time the workers have.
  The base time needed to modify a starship is
  calculated as follows:
  time (in days) = ("modification category base cost" x
  "starship size modification cost") / (500 x "size of
  workforce")
  For instance, to install a Fixed Hardpoint in a Small ship,
  with a workforce of 2, it takes three days. To install one
  on a Huge ship, with a workforce of 100, however, it
  also takes 3 days.
  It is assumed that each member of the workforce
  works 8 hours per day.
  MODIFICATION TIER REQUIREMENTS
  Finally, some modi�cations have a ship tier
  requirement. These modi�cations are more costly,
  using scarce materials to construct and install. When
  purchasing and installing a modi�cation with a tier
  requirement, multiply the �nal cost of the modi�cation
  by the modi�cation's tier requirement.
  Additionally, these modi�cations require more
  precise skill to install. When making a modi�cation, the
  foremost mechanic must make an Intelligence
  (Mechanic's Kit) check to correctly install these
  modi�cations. The DC for the check varies based on the
  tier requirement of the modi�cation, as shown below in
  the Modi�cation Tier Requirement DC table below.
  MODIFICATION TIER REQUIREMENT DC
  Modi�cation Tier Requirement
  DC
  1
  10
  2
  15
  3
  20
  4
  25
  5
  30
  On a failure, half the requisite time and cost is
  incurred, but the modi�cation is not installed.
  PREREQUISITES
  Some modi�cations have prerequisites that must be
  met before they can be installed. If you are installing
  two or more modi�cations at the same time, you can
  install a modi�cation at the same time that you install
  its prerequisite. If the modi�cation has a tier
  requirement, you can't install that modi�cation until
  your ship reaches that tier.
  If at any time you lose access to a modi�cation's
  prerequisite, such as removal or ship damage, you can't
  use that modi�cation again until you regain access to
  the prerequisite.
  ABILITY SCORE MAXIMUMS
  If a tier feature or modi�cation would increase an ability
  score above its maximum without also increasing that
  maximum, you can instead allocate that additional
  ability score increase to another ability score.
  CHANGING SAVING THROW PROFICIENCY
  When a starship is created, a saving throw pro�ciency is
  chosen from a list available to the starship. Later on,
  however, players may want to change their starship's
  saving throw pro�ciency to another of the available
  options. Changing a saving throw pro�ciency requires
  time and credits as if installing a new universal
  modi�cation.
  REMOVING MODIFICATIONS
  Sometimes, characters might decide they want to
  remove a modi�cation in favor of a new one. Removing
  a modi�cation requires half the cost it takes to install
  the modi�cation originally, and takes half the time.
  If replacing the modi�cation at the same time as
  removal, the cost to remove is incurred, but the
  additional time to remove is not required.
  REMOVING TIERS
  Sometimes, characters might decide they want to
  change a selection made for a starship tier feature. To
  do so, they must remove the tier from the ship,
  reducing the ship's tier by one. Doing so removes all
  features from the ship earned at the new tier, including
  Ability Score Improvements, additional Hit Dice, and
  additional modi�cations.
  Removing a starship tier requires have the cost it
  takes to upgrade to that tier, and takes half the time.
  If upgrading the ship to the tier again at the same
  time as removal, the cost to remove is incurred, but the
  additional time to remove is not required.
  STARSHIP TIER FEATURES
  If a modi�cation is granted to your starship by a
  starship tier feature, such as the Role Specialization
  feature, that modi�cation does not count against its
  total modi�cations, comes at no additional cost, and
  you can't voluntarily remove it. If your starship already
  has that modi�cation, you may install an additional
  modi�cation that is available to you.
  MODIFICATION SLOTS AT TIER 0
  At tier 0, each ship comes with a number of vacant
  modi�cation slots, depending on their size, as shown in
  chapter 3.
  STOCK MODIFICATIONS
  Also at tier 0, each ship comes with a number of
  modi�cations, at no additional cost, which do not count
  against its total modi�cations or suite systems,
  depending on its size, as shown in chapter 3.
  PART 1 | MODIFICATIONS
  36
  
  ENGINEERING SYSTEMS
  These modi�cations o�er unique functionality to the
  ship. Each engineering system can be chosen multiple
  times.
  Certain engineering systems mention a deployed
  mechanic's pro�ciency bonus. In order to add your
  pro�ciency bonus to these features, you must be
  pro�cient in Mechanic's Kits.
  ALTERNATIVE FUEL CONVERTER
  Your ship is equipped with an alternative fuel converter
  which allows the conversion of materials to a potential
  fuel source. Over the course of 10 minutes, a deployed
  mechanic can make an Intelligence (Mechanic's Kit)
  check (DC = 10 or half the number of days since the
  ship's last refueling, whichever number is higher). On a
  success, the ship recovers one day's worth of fuel.
  This feature can be used a number of times equal to
  your ship's tier (a minimum of once). All expended uses
  are regained when the ship undergoes maintenance.
  BOARDING HARPOON
  Prerequisite: Tier 2 
  Prerequisite: Shock Absorbers 
  Your ship has been further modi�ed with a massive
  grappling harpoon, through which creatures can pass.
  When a deployed pilot takes the Ram action, and the
  target fails the saving throw, they become harpooned.
  While harpooned, the target ship's �ying speed is
  reduced to 0, and your ship's �ying speed is reduced by
  half. Your ship's pilot can release the harpooned ship at
  any time (no action required). The harpooned ship is
  automatically released if your ship becomes disabled,
  or if it is forcefully moved more than 100 feet away
  from your ship.
  Removing the Harpoon.
  Removing the Harpoon. A harpooned ship's pilot
  can use its action to make a Strength saving throw (DC
  = 8 + the deployed mechanic's pro�ciency bonus + your
  ship's Strength modi�er), ending the e�ect on a
  success.
  Moving a Harpooned Ship.
  Moving a Harpooned Ship. When your ship moves,
  it can drag the harpooned ship with it, unless the ship is
  larger than your ship.
  Boarding a Harpooned Ship.
  Boarding a Harpooned Ship. While the ship is
  harpooned, up to six creatures of Medium size or
  smaller can move through the gap onto the harpooned
  ship each round.
  Recovering the Harpoon.
  Recovering the Harpoon. Recovering and
  reinstalling the harpoon takes 1 minute.
  COUNTERMEASURES
  This modi�cation adds a series of countermeasures to
  the ship, granting it a more active approach to ward o�
  e�ects. Once per round, when your ship is forced to
  make a saving throw against an e�ect that would cause
  it to be blinded, ionized, shocked, stalled, or stunned, a
  deployed mechanic can use their reaction to add their
  Intelligence modi�er to the roll (minimum of +1).
  EMERGENCY GENERATOR
  Your ship is equipped with an emergency generator to
  recharge shields. When your ship is reduced to 0 shield
  points but not destroyed outright, a deployed mechanic
  can use their reaction to have it drop to 1 shield point
  instead. Alternatively, if the ship has 0 shield points, a
  deployed mechanic can use their action to restore
  shield points equal to twice their Intelligence modi�er.
  Once either feature has been used, the power backup
  can't be used again until the ship undergoes
  maintenance.
  FEEDBACK SHIELD
  Your ship's shield is enhanced to re�ect damage to
  would-be attackers. As a reaction to the ship being hit
  with a primary or secondary weapon, a deployed
  mechanic can use their reaction to deal damage to the
  attacking ship. The damage depends on your ship's
  size: 1d4 for a Tiny ship, 1d6 for a Small ship, 1d8 for a
  Medium ship, 1d10 for a Large ship, 1d12 for a Huge
  ship, or 1d20 for a Gargantuan ship. The damage is of
  the same type dealt by the original attack.
  Once this feature has been used, it can't be used
  again until the start of the deployed mechanic's next
  turn.
  PART 1 | MODIFICATIONS
  37
  
  FLARE PODS
  Your ship is a equipped with a series of counter-
  measure �ares. When your ship is forced to make a
  Strength or Dexterity saving throw, a deployed
  mechanic can use their reaction to release a �are.
  When they do so, your ship has advantage on the
  triggering saving throw. The deployed mechanic can
  choose to use this feature after the roll is made, but
  before the GM says whether the roll succeeds or fails. If
  they already have advantage on the saving throw, they
  can instead reroll one of the dice once.
  This feature can be used a number of times equal to
  your ship's tier (a minimum of once). All expended uses
  are regained when the ship undergoes maintenance.
  IMPROVED COUNTERMEASURES
  Prerequisite: Tier 2 
  Prerequisite: Countermeasures 
  This modi�cation enhances your ship's
  countermeasures, allowing it to quickly clear lingering
  e�ects. As an action, a deployed mechanic can activate
  this feature, ending the blinded, ionized, shocked,
  stalled, and stunned conditions.
  This feature can be used a number of times equal to
  your ship's tier. All expended uses are regained when
  the ship undergoes maintenance.
  INTERDICTION DRIVE
  Prerequisite: Tier 1 
  You unlock an interdiction drive in your ship, which can
  be activated to impede ships around it. As an action, a
  deployed mechanic can engage the interdiction drive.
  Each ship within 100 feet of your ship must make a
  Strength saving throw (DC = 8 + the mechanic's
  pro�ciency bonus + your ship's Strength modi�er). On a
  failed save, a ship's �ying speed is reduced by 100 feet
  and its turning speed is increased by 50 feet until the
  end of the mechanic's next turn.
  If a ship is two or more sizes larger than your ship, it
  has advantage on the saving throw. If it is two or more
  sizes smaller, it instead has disadvantage.
  This feature can be used a number of times equal to
  your ship's tier. All expended uses are regained when
  the ship undergoes maintenance.
  INVULNERABILITY DRIVE
  Prerequisite: Tier 3 
  Your ship is equipped with an experimental device
  which can render it immune to all damage. As an action,
  a deployed mechanic can activate the drive. Once
  activated, the drive lasts for 1d4 rounds, granting the
  following bene�ts:
  Your ship is immune to all damage.
  Your ship's �ying speed is reduced by half.
  Your ship's turning speed is doubled.
  A deployed mechanic can end this e�ect at any time,
  no action required. When the e�ect ends, the deployed
  mechanic must make a Destruction saving throw. On a
  failure, the ship su�ers 1 level of system damage.
  Once this feature has been used, it can't be used
  again until the ship undergoes maintenance.
  NANO-DROID DISTRIBUTOR
  Your ship is equipped with a nano-droid distributor that
  allows it to repair other ships. When a deployed
  mechanic takes the Patch action, they can instead
  repair another ship within 100 feet. You spend and roll
  one of your ship's Hit Dice, and the target ship regains
  that many hit points.
  POWER BACKUP
  Your ship is equipped with a back up battery, which can
  give it renewed energy. When your ship is reduced to 0
  hit points but not destroyed outright, a deployed
  mechanic can use their reaction to have it drop to 1 hit
  point instead. Alternatively, if the ship is making
  Destruction saving throws, a deployed mechanic can
  use their action to automatically succeed on a
  Destruction saving throw.
  Once either feature has been used, the power backup
  can't be used again until the ship undergoes
  maintenance.
  PART 1 | MODIFICATIONS
  38
  
  SELF-DESTRUCT MECHANISM
  Your ship is equipped with a self-destruct mechanism
  that can cause immense destruction at the expense of
  the ship. A deployed mechanic can activate the self-
  destruct mechanism as an action, setting a timer up to
  10 minutes in length. When the timer expires, the ship
  explodes, dealing thermite damage to each enemy
  within range. The damage is calculated as follows; for
  each Hit Die the ship has, roll it and add the ship's
  Strength modi�er to the roll.
  The range that the self-destruct mechanism impacts
  varies, depending on the ship's size:
  Tiny
  Tiny: A Tiny ship deals damage to each ship within 50
  feet of it.
  Small
  Small: A Small ship deals damage to each ship within
  100 feet of it.
  Medium
  Medium: A Medium ship deals damage to each ship
  within 200 feet of it.
  Large
  Large: A Large ship deals damage to each ship within
  400 feet of it.
  Huge
  Huge: A Huge ship deals damage to each ship within
  1,000 feet of it.
  Gargantuan
  Gargantuan: A Gargantuan ship deals damage to each
  ship within 2,000 feet of it.
  SHIELD BLEEDTHROUGH
  Prerequisite: Tier 2 
  Your ship's reactor is overhauled to give temporary
  boosts to your ship's weapon batteries. When your ship
  hits another ship with a primary or secondary weapon
  attack while it still has shield points, a deployed
  mechanic can use their reaction to cause some of the
  damage to bleed through. The damage the ship's
  shields take is reduced by an amount equal to your
  ship's Strength modi�er. The ship's hull then takes this
  much damage. This damage is of the same type as the
  weapon's damage.
  Once this feature has been used, it can't be used
  again until the start of the deployed mechanic's next
  turn.
  SHOCK ABSORBERS
  Prerequisite: Ship size Medium or larger 
  Your ship has been modi�ed to withstand sudden
  impacts, and to be more e�ective at ramming. When a
  deployed pilot takes the Ram action, and the target fails
  the saving throw, a deployed mechanic can use their
  reaction to increase the damage dealt by an amount
  equal to two of your ship's Hit Dice. Additionally, your
  ship has resistance to kinetic damage caused by
  ramming.
  SHOCKING HARPOON
  Prerequisite: Tier 4 
  Prerequisite: Boarding Harpoon 
  Your ship's harpoon has been modi�ed, allowing it to
  conduct bursts of energy into the harpooned ship.
  When a deployed pilot takes the Ram action, the target
  has disadvantage on the saving throw. Additionally, a
  harpooned ship has disadvantage on the Strength
  saving throw to remove the harpoon. Finally, as an
  action on each of their turns, a deployed mechanic can
  deal pulse damage to a harpooned ship. The damage is
  equal to one of your ship's Hit Dice + your ship's
  Strength modi�er.
  PART 1 | MODIFICATIONS
  39
  
  OPERATION SYSTEMS
  These specialized modi�cations aid in the operation
  and response of the ship. Each operation system can be
  chosen only once.
  Certain operation systems mention a deployed
  operator's pro�ciency bonus. In order to add your
  pro�ciency bonus to these features, you must be
  pro�cient in Technology.
  ACTIVE CAMOUFLAGE
  Prerequisite: Tier 3 
  Prerequisite: Stealth Mode 
  This system improves the stealth mode function on
  your ship. While active, your ship no longer has
  disadvantage on Intelligence (Investigation) and
  Wisdom (Perception) checks that rely on scanners, and
  no longer has to roll on the Hyperspace Mishaps table
  before entering hyperspace while stealth mode is
  active.
  BACKUP HYPERDRIVE
  Prerequisite: Tier 2 
  Prerequisite: Hyperdrive 
  This modi�cation adds a backup hyperdrive slot on
  your ship and includes a class 15 hyperdrive. A
  deployed operator can switch to or from the backup
  hyperdrive as an action.
  CLOAKING DEVICE
  Prerequisite: Tier 5 
  Prerequisite: Active Camou�age 
  This system massively improves the stealth mode
  function on your ship, becoming a true cloaking device.
  While active, your ship is invisible. Additionally, when
  your ship makes a Dexterity (Stealth) check while your
  cloaking device is active, it has advantage on the roll. If
  your ship already has advantage on the ability check,
  you can instead reroll one of the dice once.
  COMMUNICATIONS SUPPRESSOR
  Prerequisite: Tier 1 
  This modi�cation adds a device designed to suppress
  the communications of a planet, space station, or
  starship within 1 mile of your ship. As an action, a
  deployed operator can attempt suppress the target's
  communications by making an Intelligence (Technology)
  check contested by the target's Intelligence
  (Technology) check. On a success, the target's
  communications are suppressed, preventing any
  communication to or from external sources. On a
  failure, they become immune to this feature for one
  day.
  HEAVY ION CANNON
  Prerequisite: Ship size Medium or larger 
  Your ship is equipped with a weapon designed to
  disable enemy ships without damaging them through
  use of an ion cannon that delivers a powerful
  electromagnetic burst. A deployed operator can �re the
  heavy ion cannon at a target as an action, which has a
  range of 1,000 feet and a limited �ring arc, as described
  in Chapter 9. The target must make a Constitution
  saving throw (DC = 8 + the operator's pro�ciency bonus
  + the ship's Strength modi�er). On a failed save, a ship
  is stunned for 1 minute. As an action on each of their
  turns, a deployed mechanic can repeat the saving
  throw, ending the e�ect on a success.
  If a ship is targeted by a ship two or more sizes larger
  than them, it has disadvantage on the initial saving
  throw. If targeted by a ship two or more sizes smaller, it
  instead has advantage.
  This feature can be used a number of times equal to
  your ship's tier (a minimum of once). All expended uses
  are regained when the ship undergoes maintenance.
  ENHANCED COMMUNICATIONS
  This modi�cation augments the native communications
  on your ship. Deployed operators can now
  communicate in real time with any planets, space
  stations, and starships in the same sector as you as
  long as they are similarly equipped.
  ENHANCED SCANNER
  This system augments the native radar scanner on your
  ship. While deployed at the scanner, operators gain
  blindsight out to 1,000 feet.
  GRAVITY WELL PROJECTOR
  Prerequisite: Ship size Huge or larger 
  Your ship is modi�ed with a gravity well projector that
  prevents ships from jumping to hyperspace, and even
  pulls ships from hyperspace, through use of an
  interdiction �eld. A deployed operator can activate the
  gravity well projector as an action, which has a range of
  1,000 feet and a limited �ring arc, as described in
  Chapter 9. While active, ships within the gravity well
  projector's �ring arc can't activate their hyperdrives.
  The gravity well projector lasts for 1 minute. Once this
  feature has been used, it can't be used again until the
  ship undergoes maintenance.
  HYPERDRIVE QUICK-START
  Prerequisite: Tier 2 
  Prerequisite: Hyperdrive Slot 
  This modi�cation improves the hyperdrive on your ship,
  reducing the time required to engage the hyperdrive by
  half.
  Additionally, you can quick start the hyperdrive. As an
  action, a deployed operator can quick-start the
  hyperdrive. A quick-started hyperdrive engages faster
  than normal, and completes booting up at the start of
  the operator's next turn. Once this feature has been
  used, it can't be used again until the ship undergoes
  maintenance.
  PART 1 | MODIFICATIONS
  40
  
  HYPERDRIVE SLOT
  This modi�cation adds a hyperdrive slot on your ship
  and includes a class 15 hyperdrive.
  IMPROVED COMMUNICATIONS
  Prerequisite: Tier 2 
  Prerequisite: Enhanced Communication 
  This modi�cation improves the native communications
  on your ship. Deployed operators can now
  communicate in real time with any planets, space
  stations, and starships in the same territory as you as
  long as they are similarly equipped.
  Additionally, when your ship sends out
  communications, those communications can be
  encrypted, only understandable by recipients with the
  cipher. A deployed operator can encrypt
  communications by making an Intelligence (Technology)
  check, setting the decrypt DC. Another deployed
  operator can spend 1 minute attempting to decode the
  encrypted communications by making an Intelligence
  check against the decrypt DC. On a success, they
  decrypt the message. On a failure, they do not decrypt
  your encrypted message, and can't attempt to do so
  again for one day.
  Lastly, when another ship tries to suppress your
  communications, the deployed operator has advantage
  on the Intelligence (Technology) check made to contest
  it.
  IMPROVED SCANNER
  Prerequisite: Tier 2 
  Prerequisite: Enhanced Scanner 
  This modi�cation improves the radar scanner on your
  ship, granting advantage to the deployed operator on
  Intelligence (Investigation) and Wisdom (Perception)
  checks that rely on scanners.
  IMPROVED SUPPRESSOR
  Prerequisite: Tier 3 
  Prerequisite: Communications Suppressor 
  This modi�cation improves the communications
  suppressor by adding a decrypter. When a deployed
  operator makes an Intelligence check to decrypt
  another ship's encrypted messages, if they are
  pro�cient in Technology, they can instead make an
  Intelligence (Technology) check. Additionally, when a
  deployed operator attempts to suppress a target's
  communications, they have advantage on the roll.
  MASTER COMMUNICATIONS
  Prerequisite: Tier 4 
  Prerequisite: Improved Communications 
  This modi�cation massively improves the native
  communications on your ship. Deployed operators can
  now communicate in real time with any planets, space
  stations, and starships anywhere in the known galaxy
  as long as they are similarly equipped.
  Additionally, the deployed operator has advantage on
  Intelligence (Technology) checks to encrypt a message.
  If they already have advantage on the roll, they can
  instead reroll one of the dice once.
  MASTER SCANNER
  Prerequisite: Tier 4 
  Prerequisite: Improved Scanner 
  This modi�cation massively improves the radar scanner
  on your ship. While deployed at the scanner, operators
  gain truesight out to 1,000 feet.
  MASTER SUPPRESSOR
  Prerequisite: Tier 5 
  Prerequisite: Improved Suppressor 
  This modi�cation massively improves the suppressor
  on your ship. When a deployed operator attempts to
  decrypt a message, they have advantage on the roll.
  Additionally, when a deployed operator attempts to
  suppress or decrypt, if they already have advantage on
  the roll, they can instead reroll one of the dice once.
  NAVCOMPUTER QUICK-CALC
  Prerequisite: Tier 2 
  Prerequisite: Navcomputer Slot 
  This modi�cation improves the navcomputer on your
  ship, granting advantage to the deployed operator on
  Intelligence (Technology) checks made to calculate
  astronavigation.
  Additionally, the deployed operator can overload the
  navcomputer to quickly calculate astronavigation. When
  they do so, if they have advantage on the Intelligence
  (Technology) check, they can reroll one of the dice once.
  Once this feature has been used, it can't be used again
  until the ship undergoes maintenance.
  NAVCOMPUTER SLOT
  This modi�cation adds a navcomputer slot on your ship
  and includes a basic navcomputer.
  SECONDARY TRANSPONDER CODE
  Prerequisite: Tier 2 
  This modi�cation implements a secondary transponder
  code into your ship's sublight engines. This transponder
  code can di�er from your primary transponder code in
  terms of ship's owner, designation, make and model,
  any registered modi�cations, and the ship's ownership
  history. A deployed operator can switch the ship's
  transponder code as an action. A creature can
  determine this transponder code is a fake by making an
  Intelligence (Technology) check (DC = 8 + your deployed
  operator's bonus to Technology checks). On a success,
  they determine that your transponder code is a fake.
  PART 1 | MODIFICATIONS
  41
  
  STEALTH MODE
  Prerequisite: Tier 1 
  This modi�cation adds a stealth mode to your ship.
  While active, this device e�ectively negates the use of
  scanners, both for and against your ship. A deployed
  operator can activate or deactive the cloaking device as
  an action. While active, your ship has advantage on
  Dexterty (Stealth) checks that rely on scanners, but your
  ship has disadvantage on Intelligence (Investigation)
  and Wisdom (Perception) checks that rely on scanners.
  Additionally, if you try to enter hyperspace while the
  cloaking device is active, you must roll on the
  Hyperspace Mishaps table on page 76.
  SENSOR DAMPENER
  This modi�cation adds a remote sensor dampener to
  your ship. As an action, a deployed operator can
  attempt to dampen the sensors of a ship they can see
  within 1,000 feet. The target ship must make a
  Constitution saving throw (DC = 8 + the operator's
  pro�ciency bonus + the ship's Strength modi�er). On a
  failed save, the ship is blinded for 1 minute. As an
  action on each of their turns, a deployed mechanic on
  the a�ected ship can repeat this save, ending the e�ect
  on a success.
  This feature can be used a number of times equal to
  your ship's tier (a minimum of once). All expended uses
  are regained when the ship undergoes maintenance.
  SHIELD DISRUPTOR
  Prerequisite: Tier 1 
  This modi�cation adds a shield disruptor to a ship,
  which is used to interfere with another ship's shield. As
  an action, a deployed operator can activate the shield
  disruptor and choose a ship they can see within 1,000
  feet. The target must make a Constitution saving throw
  (DC = 8 + the operator's pro�ciency bonus + the ship's
  Strength modi�er). On a failed save, the ship's shield
  capacity and shield regeneration rate are reduced by
  half for 1 minute. If the ship's current shield points
  would exceed the new shield capacity, they are reduced
  accordingly. At the start of each of the target ship's
  pilot's turns it repeats the saving throw, ending the
  e�ect on a success.
  If a ship is targeted by a ship two or more sizes larger
  than them, it has disadvantage on the saving throw. If
  tractored by a ship two or more sizes smaller, it instead
  has advantage.
  You can end the shield disruptor at any time (no
  action required).
  This feature can be used a number of times equal to
  your ship's tier. All expended uses are regained when
  the ship undergoes maintenance.
  TRACTOR BEAM
  This modi�cation adds a tractor beam to a ship, which
  can be used to grasp and guide vessels and debris. A
  deployed operator can activate the tractor beam as an
  action, which has a range of 1,000 feet and a limited
  �ring arc, as described in Chapter 9. Each ship within
  the �ring arc must make a Strength saving throw (DC =
  8 + the operator's pro�ciency bonus + the ship's
  Strength modi�er). On a failed save, a ship is tractored
  for 1 minute and immediately gets pulled 100 feet
  towards the tractoring ship, without changing the ship's
  orientation. At the start of each of a tractored ship's
  pilot's turns, a tractored ship gets pulled 100 feet
  towards the tractoring ship, without changing the ship's
  orientation, and then repeats the saving throw, ending
  the e�ect on a success.
  If a ship is tractored by a ship two or more sizes
  larger than them, it has disadvantage on the saving
  throw. If tractored by a ship two or more sizes smaller,
  it instead has advantage.
  If you are attempting to tractor a ship larger than you,
  and the ship succeeds on the saving throw, you can
  instead use the tractor beam to tractor yourself to the
  ship, gaining the tractored condition.
  You can end the tractor beam at any time (no action
  required).
  This feature can be used a number of times equal to
  your ship's tier (a minimum of once). All expended uses
  are regained when the ship undergoes maintenance.
  PART 1 | MODIFICATIONS
  42
  
  SUITE SYSTEMS
  Suite systems add additional functionality to the ship in
  the form of bays, stations and designated areas,
  o�ering increased utility to civilians, crew members,
  and troopers. Each suite system can be chosen multiple
  times. All suite systems require a ship of size Medium
  or larger. In addition to their modi�cation slot cost,
  ships are limited to the number of suite systems they
  can have, depending on the ship's size, as shown below
  in the Starship Size Maximum Suites table.
  STARSHIP SIZE MAXIMUM SUITES
  Starship Size
  Starship Size
  Suite Capacity
  Suite Capacity
  Tiny
  —
  Small
  —
  Medium
  4
  Large
  8
  Huge
  15
  Gargantuan
  30
  Additionally, unless otherwise speci�ed, each suite
  system can accommodate a standard number of
  civilians, crew members, or troopers, as shown below in
  the Starship Size Suite Capacity table.
  STARSHIP SIZE SUITE CAPACITY
  Starship Size
  Starship Size
  Suite Capacity
  Suite Capacity
  Tiny
  —
  Small
  —
  Medium
  4
  Large
  400
  Huge
  4,000
  Gargantuan
  40,000
  ARMORY
  This suite comes equipped with an amount of simple
  and martial blasters and vibroweapons, as well as light,
  medium, and heavy armor and shields, to out�t a force
  equal to twice the ship's suite capacity by size, as shown
  in the Starship Size Suite Capacity table. Additionally, it
  comes with a number of �ring ranges to accommodate
  a number of troopers equal to one-fourth the ship's
  suite capacity by size, as shown in the Starship Size
  Suite Capacity table.
  BARRACKS
  This suite o�ers a single room featuring a number of
  beds and individual storage, as well as communal
  refresher stations (one for every eight beds), to house a
  number of civilians, crew members, or troopers equal
  to twice the ship's suite capacity by size, as shown in
  the Starship Size Suite Capacity table.
  BOARDING PODS
  Prerequisite: Ship size Large or larger 
  This suite adds boarding pods to your ship. Boarding
  pods are designed to be �red at a ship, burrow into the
  ship's hull, and inject host droids to overcome the
  target ship. Each boarding pod can support ten Medium
  or smaller droids. The quantity of boarding pods is
  equal to one-hundredth of the ship's suite capacity, as
  shown in the Starship Size Suite Capacity table.
  Boarding pods are Small size and have a �ying speed
  of 200 feet, a turning speed of 100 feet, an AC of 12,
  and 10 hit points. Boarding pods do not have weapons,
  but the pilot can take the Ram action. The DC for the
  saving throw is 12, and the target has disadvantage. On
  a failure, the ship takes 2d4 kinetic damage, and the
  pod burrows into the ship's hull, releasing its contents
  on the target ship.
  CASINO
  Prerequisite: Ship size Large or larger 
  This suite o�ers all of the necessary implements,
  including furniture and customized chips, to run a
  gambling institution. In order to operate, the casino
  requires a number of crew members, equal to one-
  tenth the ship's suite capacity by size, as shown in the
  Starship Size Suite Capacity table.
  A casino can comfortably host a number of guests
  equal to half the ship's suite capacity by size, as shown
  in the Starship Size Suite Capacity table.
  At the end of each gaming day, the GM can roll a d20
  to determine whether the casino makes or loses
  money. If the roll is 10 or higher, the casino makes
  money. Otherwise, the casino loses money. The
  amount the casino makes or loses depends on the
  ship's size:
  Large:
  Large: A Large casino makes up to 7,200 credits a day,
  and loses up to 4,800 credits a day.
  Huge:
  Huge: A Huge casino makes up to 72,000 credits a day,
  and loses up to 48,000 credits a day.
  Gargantuan:
  Gargantuan: A Gargantuan casino makes up to 720,000
  credits a day, and loses up to 480,000 credits a day.
  On a roll of 1, the casino loses twice as much, and on
  a roll of 20 it makes twice as much, depending on the
  ship's size:
  Large:
  Large: A Large casino makes up to 15,200 credits a day,
  and loses up to 8,800 credits a day.
  Huge:
  Huge: A Huge casino makes up to 152,000 credits a day,
  and loses up to 88,000 credits a day.
  Gargantuan:
  Gargantuan: A Gargantuan casino makes up to
  1,520,000 credits a day, and loses up to 880,000 credits
  a day.
  These amounts include the wages of the employees.
  PART 1 | MODIFICATIONS
  43
  
  COMMAND CENTER
  Prerequisite: Ship size Large or larger 
  This suite creates a separate command center designed
  to give a comprehensive view of the area surrounding
  the ship. When a coordinator deployed in a command
  center takes the Direct action, they can target an
  additional ally.
  DOCKING BAY
  Prerequisite: Ship size Large or larger 
  This suite comes equipped with an integrated
  Mechanic's Kit and has space for all of the necessary
  equipment to launch, receive, repair, rearm, and house
  another starship. The size it can house varies
  depending on the ship's size.
  Large: A Large docking bay can house a Medium ship.
  Huge: A Huge docking bay can house a Large ship.
  Gargantuan: A Gargantuan docking bay can house a
  Huge ship.
  Alternatively, this suite can house multiple ships of
  smaller size. A Huge unit takes up the space of 10 Large
  units, which in turn takes up the place of 10 Medium
  units, and so on. You can also replace a ship with a
  droid or construct of three size categories larger.
  DROID STORAGE
  This suite o�ers a single room featuring tightly-packed
  racks suitable for storing and housing a number of
  Medium droids equal to four times the ship's suite
  capacity by size, as shown in the Starship Size Suite
  Capacity table.
  Alternatively, this suite can house droids of other
  sizes. A Huge droid takes up the space of 10 Large
  droids, which in turn takes up the place of 10 Medium
  droids, and so on.
  ESCAPE POD
  This suite adds escape pods to your ship. Each escape
  pod comes equipped with emergency rations and
  supplies that can support four civilians, crew members,
  or troopers for 1 week, in both hot and cold climates, as
  described in chapter 5 of the Dungeon Master's Guide.
  The quantity of escape pods is equal to one-fourth the
  ship's suite capacity, as shown in the Starship Size Suite
  Capacity table.
  HIDDEN STORAGE
  This suite comes equipped with hidden storage
  compartments, which have a capacity equal to half your
  ship's base cargo capacity, as shown in the Starship Size
  Cargo Capacity table on page 55. Finding the hidden
  storage compartments requires a successful DC 20
  Intelligence (Investigation) or Wisdom (Perception)
  check, which is made with disadvantage.
  HOLDING CELLS
  This suite includes a security post and a number of
  individual holding cells, as shown in the Starship Size
  Suite Capacity table, equipped with both a key and a
  code lock. Holding cell doors are magnetically sealed to
  prevent them opening in the event of power failure.
  INTERROGATION CHAMBER
  This suite includes all of the necessary implements and
  apparatuses necessary to interrogate, or even torture, a
  number of prisoners equal to half the ship's suite
  capacity by size, as shown in the Starship Size Suite
  Capacity table. When interrogating a prisoner, the
  interrogator has advantage on Charisma (Intimidation)
  and Charisma (Persuasion) checks. If they spend at least
  an hour interrogating a prisoner, the prisoner has
  disadvantage on Charisma (Deception) checks.
  PART 1 | MODIFICATIONS
  44
  
  INVESTIGATION SUITE
  This suite includes an integrated disguise kit, forgery kit,
  security kit, and slicer's kit. While utilizing any of these
  tools, you can add your pro�ciency bonus to checks you
  make if you do not already do so. If you already add
  your pro�ciency bonus to checks you make, you instead
  add double your pro�ciency bonus. If you already
  double your pro�ciency bonus to checks you make, you
  instead add half of your governing ability modi�er
  (rounded down, minimum of +1), in addition to your
  ability modi�er.
  Additionally, while utilizing any of these tools, you
  have advantage on ability checks you make with them.
  If you already have advantage on the ability check, you
  can instead reroll one of the dice once.
  LABORATORY
  This suite comes equipped with a complete
  biochemist's kit, herbalism kit, and poisoner's kit
  integrated. While utilizing any of these tools, you can
  add your pro�ciency bonus to checks you make if you
  do not already do so. If you already add your
  pro�ciency bonus to checks you make, you instead add
  double your pro�ciency bonus. If you already double
  your pro�ciency bonus to checks you make, you instead
  add half of your governing ability modi�er (rounded
  down, minimum of +1), in addition to your ability
  modi�er.
  Additionally, while utilizing any of these tools, you
  gain a bene�t based on which tools you are using.
  Biochemist's kit:
  Biochemist's kit: Over the course of a long rest, you
  can temporarily improve the potency of one medpac. If
  the medpac is consumed before the end of your next
  long rest, when a creature uses this medpac, they take
  the maximum instead of rolling.
  Herbalism kit:
  Herbalism kit: Over the course of a long rest, you can
  remove one poison or disease from a friendly creature
  within reach.
  Poisoner's kit:
  Poisoner's kit: Over the course of a long rest, you can
  temporarily improve the potency of one poison. If the
  poison is used before the end of your next long rest, its
  DC becomes 8 + your pro�ciency bonus + your
  Intelligence modi�er, and it deals extra poison damage
  equal to your Intelligence modi�er.
  LIVING QUARTERS
  This suite features separate rooms to house a number
  of civilians, crew members, or troopers, determined by
  the ship's size, as well as communal refresher stations
  (one for every four rooms). Each room comes fully
  furnished. When a creature completes a long rest
  involving this suite, their exhaustion level is reduced by
  2, instead of only 1.
  LUXURY QUARTERS
  This suit features separate rooms, which come fully
  furnished, with its own refresher station. When a
  creature completes a long rest involving this suite, they
  regain all spent hit dice, instead of only half of them,
  and their exhaustion level is reduced by 2, instead of
  only 1. This suite features a number of private quarters
  equal to half the ship's suite capacity by size, as shown
  in the Starship Size Suite Capacity table.
  PART 1 | MODIFICATIONS
  45
  
  MECHANIC'S SHOP
  This suite comes with all of the proper equipment to
  house droids and small constructs, complete with an
  integrated demolitions kit and Mechanic's Kit. While
  utilizing either of these tools, you can add your
  pro�ciency bonus to checks you make if you do not
  already do so. If you already add your pro�ciency bonus
  to checks you make, you instead add double your
  pro�ciency bonus. If you already double your
  pro�ciency bonus to checks you make, you instead add
  half of your governing ability modi�er (rounded down,
  minimum of +1), in addition to your ability modi�er.
  Additionally, while utilizing any of these tools, you
  gain a bene�t based on which tools you are using.
  Demolitions kit: Over the course of a long rest, you can
  temporarily improve the potency of one grenade or
  mine. If the chosen explosive is used before the end of
  your next long rest, its DC becomes 8 + your pro�ciency
  bonus + your Intelligence modi�er, and it deals extra
  damage equal to your Intelligence modi�er. The
  damage is of the same type dealt by the chosen
  explosive.
  Mechanic's Kit: Whenever you make an Intelligence
  (Mechanic's Kit) check to make a repair, you can treat a
  d20 roll of 9 or lower as a 10, as long as you spend at
  least ten minutes repairing it.
  Lastly, this suite can house droids and constructs,
  depending on the ship's size:
  Medium: A Medium mechanic's shop can house one
  Large droid or construct.
  Large: A Large mechanic's shop can house one Huge
  droid or construct.
  Huge: A Huge mechanic's shop can house one
  Gargantuan droid or construct.
  Gargantuan: A Gargantuan mechanic's shop can house
  four Gargantuan droids or constructs.
  Alternatively, you this suite can house multiple droids
  or constructs of smaller size. A Gargantuan unit takes
  up the space of 10 Huge units, which in turn takes up
  the place of 10 Large units, and so on.
  MEDBAY
  This suite comes with �rst aid supplies and bacta tanks
  to support a number of civilians, crew members, or
  troopers, determined by the ship's size. For every one
  hour spent in a bacta tank, a creature's exhaustion level
  is reduced by 1, and it can roll a hit die to recovery hit
  points without expending the die.
  Additionally, if a creature has been dead for less than
  12 hours before being put in a bacta tank. It can be
  revitalized over a 24-hour period. At the end of the 24
  hours, the creature recovers all hit points, all mortal
  wounds close, and any missing body parts are restored.
  The revitalized creature takes a -4 penalty to all ability
  checks, attack rolls, and saving throws. Every time the
  creature �nishes a long rest, the penalty is reduced by 1
  until it disappears. This feature has no e�ect on droids
  or constructs. Once this feature has been used, it can't
  be used again until the ship undergoes maintenance.
  MEDITATION CHAMBER
  This suite comes with a number of separate unique
  chambers equal to one-fourth the ship's suite capacity
  by size, as shown in the Starship Size Suite Capacity
  table. When a forcecaster completes a long rest
  involving this suite, they gain temporary force points
  equal to their force power maximum power level + their
  Wisdom or Charisma modi�er (their choice, minimum
  of one). When you would spend a force point while you
  have temporary force points, the temporary force
  points are spent �rst. All temporary force points are lost
  at the end of your next long rest.
  PART 1 | MODIFICATIONS
  46
  
  MESS HALL
  This suite comes with a combined kitchen and dining
  area, complete with a chef's kit, that can accommodate
  a number of civilians, crew members, or troopers equal
  to twice the twice the ship's suite capacity by size, as
  shown in the Starship Size Suite Capacity table. While
  utilizing this tool, you can add your pro�ciency bonus to
  checks you make if you do not already do so. If you
  already add your pro�ciency bonus to checks you
  make, you instead add double your pro�ciency bonus.
  If you already double your pro�ciency bonus to checks
  you make, you instead add half of your governing ability
  modi�er (rounded down, minimum of +1), in addition to
  your ability modi�er.
  Additionally, when a creature completes a long rest
  involving this suite, they regain two additional Hit Dice
  and have advantage on Constitution saving throws
  against disease for the next 24 hours.
  RECREATION
  This suite comes with a bar and lounge area, as well as
  multiples of each gaming set and musical instrument,
  and can accommodate a number of civilians, crew
  members, or troopers equal to twice the twice the
  ship's suite capacity by size, as shown in the Starship
  Size Suite Capacity table. While utilizing any of these
  tools, you can add your pro�ciency bonus to checks you
  make if you do not already do so. If you already add
  your pro�ciency bonus to checks you make, you instead
  add double your pro�ciency bonus. If you already
  double your pro�ciency bonus to checks you make, you
  instead add half of your governing ability modi�er
  (rounded down, minimum of +1), in addition to your
  ability modi�er.
  Additionally, while utilizing any of these tools, you
  gain a bene�t based on which tools you are using.
  Gaming set or musical instrument: While playing one
  of the gaming sets or musical instruments, you can
  always readily read the emotions of those paying
  attention to you. During this time, and for up to one
  minute after completing, you have advantage on
  Wisdom (Insight) checks to read the emotions of those
  you performed for or competed against.
  Lastly, when a creature completes a long rest
  involving this suite, they gain advantage on the �rst
  ability check or attack roll they make before the start of
  their next long rest.
  SECURITY SUITE
  This suite comes equipped with a full base of security
  for your ship, including secured storage, a brig, and a
  compact armory.
  The secured storage can hold an amount equal to one-
  tenth the ship's base cargo capacity, as shown in the
  Starship Size Cargo Capacity on page ___. The secured
  storage is equipped with both a key and a code lock,
  and is magnetically sealed to prevent it opening in the
  event of power failure. The secured storage can be
  accessed with a DC 20 Intelligence (Security Kit) check.
  The brig can host a number of prisoners equal to one-
  fourth the ship's suite capacity by size, as shown in the
  Starship Size Suite Capacity table.
  The armory comes equipped with an amount of simple
  blasters and vibroweapons, as well as light armor and
  shields, to out�t a force equal to one-fourth the ship's
  suite capacity by size, as shown in the Starship Size
  Suite Capacity table.
  SLAVE PENS
  Prerequisite: Ship size Large or larger 
  This suite o�ers a single room, equipped with both a
  key and a code lock, that can house a number of
  prisoners equal to twice the ship's suite capacity by size,
  as shown in the Starship Size Suite Capacity table. Slave
  pen doors are magnetically sealed to prevent them
  opening in the event of power failure. When a creature
  completes a long rest involving this suite, their
  exhaustion level is not reduced. Additionally, for each
  week spent in this suite, creatures su�er 1 level of
  exhaustion.
  STORAGE COMPARTMENT
  This suite increases the cargo capacity on your ship by
  its base cargo capacity, as shown in the Starship Size
  Cargo Capacity on page 55.
  PART 1 | MODIFICATIONS
  47
  
  SUPERCHARGER STATION
  This suite comes with a number of separate unique
  stations equal to one-fourth the ship's suite capacity by
  size, as shown in the Starship Size Suite Capacity table.
  When a techcaster completes a long rest involving this
  suite, as long as they have their techcasting focus, they
  gain temporary tech points equal to their tech power
  maximum power level + their Intelligence modi�er
  (minimum of one). When you would spend a tech point
  while you have temporary tech points, the temporary
  tech points are spent �rst. All temporary tech points are
  lost at the end of your next long rest.
  TRANSPORTATION
  This suite o�ers a single room, or series of rooms,
  typically located near the cockpit, featuring a number of
  seats and individual storage, as well as communal
  refresher stations (one for every 16 seats), to transport
  a number of civilians, crew members, or troopers equal
  to four times the ship's suite capacity by size, as shown
  in the Starship Size Suite Capacity table.
  VAULT
  This suite comes equipped with a vault, which has a
  capacity equal to half your ship's base cargo capacity,
  as shown in the Starship Size Cargo Capacity table on
  page 55. The vault is equipped with both a key and a
  code lock, and is magnetically sealed to prevent it
  opening in the event of power failure. The vault can be
  accessed with a DC 25 Intelligence (Security Kit) check.
  When the vault is accessed, an alarm sounds in the
  Bridge and Security Suite (if it exists). If a player rolls a
  30 or higher on the Intelligence (Security Kit) check to
  unlock the vault, or has the key or code, the alarm can
  be bypassed.
  WORKSHOP
  This suite o�ers a crafting station with each set of
  artisan's tools integrated. While crafting at the crafting
  station, you can add your pro�ciency bonus to checks
  you make if you do not already do so. If you already
  add your pro�ciency bonus to checks you make, you
  instead add double your pro�ciency bonus. If you
  already double your pro�ciency bonus to checks you
  make, you instead add half of your governing ability
  modi�er (rounded down, minimum of +1), in addition to
  your ability modi�er.
  Additionally, while crafting at a crafting station, the
  total market value you can craft per day increases by an
  amount of credits equal to 5 x your character level. If
  you add double your pro�ciency bonus to checks you
  make with them, the market value increases by 10 x
  your character level.
  PART 1 | MODIFICATIONS
  48
  
  UNIVERSAL SYSTEMS
  These modi�cations o�er passive bene�ts to the ship
  as a whole. Each Universal System can be chosen only
  once.
  ADVANCED CENTRAL COMPUTER
  Prerequisite: Tier 3 
  Prerequisite: Prototype Central Computer 
  You greatly improve your ship's central computer. Your
  arti�cial intelligence's Intelligence score increases to 18,
  and its pro�ciency bonus increases to 4. Additionally,
  your arti�cial intelligence gains pro�ciency in Piloting,
  and it can now act as a deployed pilot.
  ADVANCED DROID BRAIN
  Prerequisite: Tier 3 
  Prerequisite: Prototype Droid Brain 
  You greatly improve your ship's droid brain. Your droid
  brain's Intelligence score increases to 18, and its
  pro�ciency bonus increases to 4. Additionally, your
  ship's droid brain has advantage on initiative rolls.
  ADVANCED HULL
  Prerequisite: Tier 3 
  Prerequisite: Prototype Hull 
  You greatly improve your ship's hull. Your ship's
  Constitution score increases by 1. As normal, you can't
  increase your ship's Constitution score above 20 with
  this system.
  ADVANCED REACTOR
  Prerequisite: Tier 3 
  Prerequisite: Prototype Reactor 
  You greatly improve your ship's reactor. Your ship's
  Strength score increases by 1. As normal, you can't
  increase your ship's Strength score above 20 with this
  system.
  ADVANCED THRUSTER
  Prerequisite: Tier 3 
  Prerequisite: Prototype Thruster 
  You greatly improve your ship's thruster. Your ship's
  Dexterity score increases by 1. As normal, you can't
  increase your ship's Dexterity score above 20 with this
  system.
  ANTI-BOARDING SYSTEM
  Prerequisite: Ship size Medium or larger 
  An anti-boarding system is a robust series of blast
  doors, cameras, and hidden turrets, reinforcing each
  portal throughout the ship, as well as directly outside
  each ship entrance. These features are controllable
  from the cockpit or in the Security Suite (if it exists) by a
  deployed operator. The anti-boarding system comes
  with its own power backup in case of main system
  failure.
  The reinforced doors can be bypassed with a DC 20
  Intelligence (Security Kit) check.
  ARTIFACT CENTRAL COMPUTER
  Prerequisite: Tier 5 
  Prerequisite: Legendary Central Computer 
  You ship's central computer has reached their
  maximum potential. Your arti�cial intelligence's
  Intelligence score increases to 22, and its pro�ciency
  bonus increases to 6. Additionally, it gains expertise in
  your choice of Mechanic's Kits, Piloting, or Technology.
  ARTIFACT DROID BRAIN
  Prerequisite: Tier 5 
  Prerequisite: Legendary Droid Brain 
  Your ship's droid brain has reached its maximum
  potential. Your droid brain's Intelligence score increases
  to 22, and its pro�ciency bonus increases to 6.
  Additionally, it gains expertise in your choice of
  Mechanic's Kits, Piloting, or Technology.
  ARTIFACT HULL
  Prerequisite: Tier 5 
  Prerequisite: Legendary Hull 
  Your ship's hull has reached it's maximum potential.
  Your ship's Constitution score increases by 2. Your
  ship's maximum for this score increases by 2.
  ARTIFACT REACTOR
  Prerequisite: Tier 5 
  Prerequisite: Legendary Reactor 
  Your ship's reactor has reached it's maximum potential.
  Your ship's Strength score increases by 2. Your ship's
  maximum for this score increases by 2.
  ARTIFACT THRUSTER
  Prerequisite: Tier 5 
  Prerequisite: Legendary Thruster 
  Your ship's thrusters have reached their maximum
  potential. Your ship's Dexterity score increases by 2.
  Your ship's maximum for this score increases by 2.
  CENTRAL COMPUTER
  Prerequisite: Ship size Large or larger 
  You install a central computer, complete with arti�cial
  intelligence, in your ship. While there is no deployed
  operator, the arti�cial intelligence can act as an
  operator. The arti�cial intelligence has an Intelligence
  score of 12, a pro�ciency bonus of +2, and pro�ciency
  in Technology. In combat, the arti�cial intelligence acts
  on initiative 20.
  DROID BRAIN
  Prerequisite: Ship size Medium or smaller 
  You install a droid brain that can singularly control your
  starship. Your starship's maximum and minimum crew
  requirement become 0, and your starship can not
  bene�t from features that would increase or decrease
  it's crew capacity. The droid brain controls all aspects of
  the ship, instead. The droid brain has an Intelligence
  score of 12, a pro�ciency bonus of +2, and pro�ciency
  in Piloting and ship weapons. In combat, the droid brain
  rolls its own initiative, to which it gains no bonus.
  PART 1 | MODIFICATIONS
  49
  
  EJECTION POD
  Prerequisite: Ship size Small 
  You integrate an ejection seat and pod in your ship.
  When your ship is reduced to 0 hit points but not
  destroyed outright, you can use your reaction to eject
  the pod from the ship. The pod includes emergency
  rations and supplies that can support one creature for
  1 day, in both hot and cold climates, as described in
  chapter 5 of the Dungeon Master's Guide. The pod is
  Tiny size and has a �ying speed of 150 feet, a turning
  speed of 50 feet, an AC of 10, and 5 hit points. The pod
  includes one unit of fuel.
  IMPROVED EMERGENCY BACKUP
  This system augments your ship's primary system
  emergency backup. This back up can now continue
  running the starship, provided there is adequate fuel,
  for 7 days.
  LEGENDARY CENTRAL COMPUTER
  Prerequisite: Tier 4 
  Prerequisite: Advanced Central Computer 
  You massively improve your ship's central computer.
  Your arti�cial intelligence's Intelligence score increases
  to 20, and its pro�ciency bonus increases to 5.
  Additionally, when your arti�cial intelligence takes the
  Interfere action, it has advantage on the Intelligence
  (Technology) check.
  LEGENDARY DROID BRAIN
  Prerequisite: Tier 4 
  Prerequisite: Advanced Droid Brain 
  You massively improve your ship's droid brain. Your
  droid brain's Intelligence score increases to 20, and its
  pro�ciency bonus increases to 5. Additionally, when
  your droid brain takes the Evade action, it has
  advantage on the Intelligence (Piloting) check.
  LEGENDARY HULL
  Prerequisite: Tier 4 
  Prerequisite: Advanced Hull 
  You massively improve your ship's hull. Your ship's
  Constitution score increases by 1. As normal, you can't
  increase your ship's Constitution score above 20 with
  this system.
  LEGENDARY REACTOR
  Prerequisite: Tier 4 
  Prerequisite: Advanced Reactor 
  You massively improve your ship's reactor. Your ship's
  Strength score increases by 1. As normal, you can't
  increase your ship's Strength score above 20 with this
  system.
  LEGENDARY THRUSTER
  Prerequisite: Tier 4 
  Prerequisite: Advanced Thruster 
  You massively improve your ship's thruster. Your ship's
  Dexterity score increases by 1. As normal, you can't
  increase your ship's Dexterity score above 20 with this
  system.
  PREMIUM CENTRAL COMPUTER
  Prerequisite: Tier 1 
  Prerequisite: Central Computer 
  You improve your ship's central computer. Your
  arti�cial intelligence's Intelligence score increases to 14.
  Additionally, your arti�cial intelligence gains pro�ciency
  in Mechanic's Kits, and it can now act as a deployed
  mechanic.
  PREMIUM DROID BRAIN
  Prerequisite: Tier 1 
  Prerequisite: Droid Brain 
  You improve your ship's droid brain. Your droid brain's
  Intelligence score increases to 14, and it gains
  pro�ciency in Technology and Mechanic's Kits.
  Additionally, if your ship is Small or Medium, the
  number of actions it can take each turn increases:
  Small:
  Small: A Small ship can take a number of actions equal
  to half its pro�ciency bonus (rounded up).
  Medium:
  Medium: A Medium ship can take a number of actions
  equal to its pro�ciency bonus.
  PREMIUM HULL
  Prerequisite: Tier 1 
  You improve your ship's hull. Your ship's Constitution
  score increases by 1. As normal, you can't increase your
  ship's Constitution score above 20 with this system.
  PREMIUM REACTOR
  Prerequisite: Tier 1 
  You improve your ship's reactor. Your ship's Strength
  score increases by 1. As normal, you can't increase your
  ship's Strength score above 20 with this system.
  PREMIUM THRUSTER
  Prerequisite: Tier 1 
  You improve your ship's thruster. Your ship's Dexterity
  score increases by 1. As normal, you can't increase your
  ship's Dexterity score above 20 with this system.
  PROTOTYPE CENTRAL COMPUTER
  Prerequisite: Tier 2 
  Prerequisite: Premium Central Computer 
  You further improve your ship's central computer. Your
  arti�cial intelligence's Intelligence score increases to 16,
  and its pro�ciency bonus increases to 3. Additionally,
  your arti�cial intelligence gains pro�ciency in ship
  weapons, and it can now operate all weapon systems
  on your station, though it is still limited to one action
  per turn.
  PROTOYPE DROID BRAIN
  Prerequisite: Tier 2 
  Prerequisite: Premium Droid Brain 
  You further improve your ship's droid brain. Your droid
  brain's Intelligence score increases to 16, and its
  pro�ciency bonus increases to 3. Additionally, your
  ship's droid brain gains a +5 bonus to initiative.
  PART 1 | MODIFICATIONS
  50
  
  PROTOTYPE HULL
  Prerequisite: Tier 2 
  Prerequisite: Premium Hull 
  You further improve your ship's hull. Your ship's
  Constitution score increases by 1. As normal, you can't
  increase your ship's Constitution score above 20 with
  this system.
  PROTOTYPE REACTOR
  Prerequisite: Tier 2 
  Prerequisite: Premium Reactor 
  You further improve your ship's reactor. Your ship's
  Strength score increases by 1. As normal, you can't
  increase your ship's Strength score above 20 with this
  system.
  PROTOTYPE THRUSTER
  Prerequisite: Tier 2 
  Prerequisite: Premium Thruster 
  You further improve your ship's thruster. Your ship's
  Dexterity score increases by 1. As normal, you can't
  increase your ship's Dexterity score above 20 with this
  system.
  QUATERNARY CREW SLOT
  Prerequisite: Tier 4 
  Prerequisite: Tertiary Crew Slot 
  You integrate an additional seating arrangement in
  your ship. Your ship's maximum crew capacity
  increases by 1, to 4.
  RESILIENT HULL
  Prerequisite: Tier 3 
  You overhaul your ship's hull to make it more adaptive.
  Your ship gains pro�ciency in Constitution saving
  throws.
  RESILIENT REACTOR
  Prerequisite: Tier 3 
  You overhaul your ship's reactor to make it more
  adaptive. Your ship gains pro�ciency in Strength saving
  throws.
  RESILIENT THRUSTER
  Prerequisite: Tier 3 
  You overhaul your ship's thruster to make it more
  adaptive. Your ship gains pro�ciency in Dexterity saving
  throws.
  SECONDARY CREW SLOT
  Prerequisite: Ship size Small 
  You integrate an additional seating arrangement in
  your ship. Your ship's maximum crew capacity
  increases by 1, to 2. Your ship's �ying speed is reduced
  by 50 feet.
  SLAVE CIRCUIT
  Prerequisite: Ship size Large or larger 
  You install a slave circuit in your ship to improve
  automation. You reduce the minimum crew
  requirement by half.
  SURGE PROTECTOR
  You augment your ship's preventative measures in
  order to mitigate damage to its systems. When
  maintenance is conducted on your ship, its system
  damage level is reduced by 2, instead of only 1.
  TERTIARY CREW SLOT
  Prerequisite: Tier 2 
  Prerequisite: Secondary Crew Slot 
  You integrate an additional seating arrangement in
  your ship. Your ship's maximum crew capacity
  increases by 1, to 3. Your ship's turning speed increases
  by 50 feet.
  PART 1 | MODIFICATIONS
  51
  
  WEAPON SYSTEMS
  These modi�cations deal with the installation and
  improvement of weapon systems. Each weapon system
  can be chosen multiple times.
  Certain weapon systems mention a deployed
  gunner's pro�ciency bonus. In order to add your
  pro�ciency bonus to these features, you must be
  pro�cient with ship weapons.
  BLINDING ROUNDS
  Prerequisite: Weapon that deals thermite damage 
  When you have advantage on the attack roll and hit,
  and the lower of the two d20 rolls would also hit, or
  when the target ship has disadvantage on the saving
  throw and fails, and the higher of the two rolls would
  also fail, you can force the target to make a Constitution
  saving throw (DC = 8 + your pro�ciency bonus + the
  ship's Strength modi�er). On a failed save, the ship is
  blinded until the start of your next turn.
  If the damaged ship is larger than your ship, it has
  advantage on the saving throw. If the damaged ship is
  smaller than your ship, it instead has disadvantage.
  DIRECT CONTROLLER
  Prerequisite: Primary or Secondary Weapon 
  The deployed gunner can use their Dexterity modi�er
  instead of the ship's for the attack and damage rolls of
  the chosen weapon.
  EXPANDED PAYLOAD
  Prerequisite: Tertiary or Quaternary Weapon 
  The reload value of the chosen weapon increases by
  half.
  EXPLOSIVE PAYLOAD
  Prerequisite: Tertiary or Quaternary Weapon 
  When a ship fails a saving throw against the chosen
  weapon and another ship is within 50 feet of it, the
  second ship must also make the saving throw. On a
  failed save, the second ship takes damage equal to your
  ship's Dexterity modi�er. The damage is of the same
  type dealt by the original attack.
  FIXED HARDPOINT
  A �xed hardpoint is used to mount a primary,
  secondary, tertiary, or quaternary weapon. A weapon
  mounted on a �xed hardpoint has a limited �ring arc,
  as described in chapter 9.
  FULL SALVO PROTOCOL
  Prerequisite: Weapon Slave Array 
  Primary and secondary ship attack rolls are no longer
  made at disadvantage, and tertiary weapon saving
  throws are no longer made with advantage, when
  slaved weapons are �red from the cockpit.
  PART 1 | MODIFICATIONS
  52
  
  GAUSS ROUNDS
  Prerequisite: Primary or Secondary Weapon 
  When you roll a 1 or 2 on a damage die with the chosen
  weapon, you can reroll the die and must use the new
  roll, even if the new roll is a 1 or a 2.
  IONIZING ROUNDS
  Prerequisite: Weapon that deals pulse damage 
  When you score a critical hit with the chosen weapon;
  when you have advantage on the attack roll and hit,
  and the lower of the two d20 rolls would also hit; when
  the target ship rolls a 1 on the saving throw to avoid the
  weapon's e�ects; or when the target ship has
  disadvantage on the saving throw and fails, and the
  higher of the two rolls would also fail, you can force the
  target to make a Constitution saving throw (DC = 8 +
  your pro�ciency bonus + the ship's Strength modi�er).
  On a failed save, the ship is ionized until the start of
  your next turn.
  If the damaged ship is larger than your ship, it has
  advantage on the saving throw. If the damaged ship is
  smaller than your ship, it instead has disadvantage.
  PINPOINTING ADDITION
  Prerequisite: Primary or Secondary Weapon 
  The ranges of the chosen weapon of your choice
  increase by half.
  POINT DEFENSE SYSTEM
  Prerequisite: Ship size Large or larger 
  A point defense system is a array of dozens or
  hundreds of small arms which are linked to a single
  targetting AI with the purpose of shooting at any ships
  which come into short range. When a hostile ship
  comes within 100 feet of a point defense system or
  ends its turn there, it must make a Dexterity saving
  throw (DC = 8 + the pilot's pro�ciency bonus + the ship's
  Dexterity modi�er). On a failed save, a ship takes 2d6
  energy damage.
  If a ship is in the area of more than one point defense
  system, it is a�ected only once.
  PART 1 | MODIFICATIONS
  53
  
  SHOCKING ROUNDS
  Prerequisite: Weapon that deals energy damage 
  When you score a critical hit with the chosen weapon;
  when you have advantage on the attack roll and hit,
  and the lower of the two d20 rolls would also hit; when
  the target ship rolls a 1 on the saving throw to avoid the
  weapon's e�ects; or when the target ship has
  disadvantage on the saving throw and fails, and the
  higher of the two rolls would also fail, you can force the
  target to make a Constitution saving throw (DC = 8 +
  your pro�ciency bonus + the ship's Strength modi�er).
  On a failed save, the ship is shocked until the start of
  your next turn.
  If the damaged ship is larger than your ship, it has
  advantage on the saving throw. If the damaged ship is
  smaller than your ship, it instead has disadvantage.
  STUNNING ROUNDS
  Prerequisite: Weapon that deals kinetic damage 
  When you score a critical hit with the chosen weapon,
  or when the target ship rolls a 1 on the saving throw to
  avoid the weapon's e�ects, you can force the target to
  make a Constitution saving throw (DC = 8 + your
  pro�ciency bonus + the ship's Strength modi�er). On a
  failed save, the ship is stunned until the start of your
  next turn.
  If the damaged ship is larger than your ship, it has
  advantage on the saving throw. If the damaged ship is
  smaller than your ship, it instead has disadvantage.
  TURRET HARDPOINT
  Prerequisite: Fixed Hardpoint 
  The Turret Hardpoint is a modi�cation to a Fixed
  Hardpoint that grants an improved �ring arc. The
  weapon attached to the chosen �xed hardpoint now
  has an unlimited �ring arc, as described in chapter 9.
  WEAPON SLAVE ARRAY
  Prerequisite: Ship size Medium or larger 
  A weapon slave array is attached to a hardpoint and
  used to �re the weapon from the cockpit rather than
  the gunner station. Primary and secondary ship attack
  rolls are made at disadvantage, and tertiary weapon
  saving throws are made with advantage, when slaved
  weapons are �red from the cockpit.
  PART 1 | MODIFICATIONS
  54
  
  CHAPTER 5: EQUIPMENT
            he starship marketplace on the planet of Kuat  
            teems with a myriad of manufacturers trying to
  peddle their parts. Santhe engineers preach the
  bene�ts of their lightweight ship armors, while Czerka
  employees counter that reinforcement trumps speed.
  SoroSuub representatives propagate the destructive
  power of their heavy laser cannon across from BlasTech
  vendors demonstrating their rapid-�re laser cannon,
  which they tote as more consistent. Across this planet,
  and many others, ships and parts for myriad vessels are
  available for purchase.
  This chapter o�ers choices of certain equipment
  types, to be used in conjunction with the starship
  upgrades featured in Chapter 4. The listed prices are
  those appropriate to ships of a Small size; when
  out�tting a ship of any other size, you'll want to apply
  the starship size equipment cost, as shown in the
  Starship Size Equipment Cost table below, which di�ers
  slightly from a similar table found in Chapter 4.
  COST MODIFIERS
  It costs more to purchase a primary weapon for a
  capital ship than one for a star�ghter; parts for bigger
  starships are simply costlier to acquire and install.
  Consequently, each starship has a cost modi�er,
  derived from its size as shown in the Starship Size
  Equipment Cost table below, which is multiplied by the
  base cost of the item.
  STARSHIP SIZE EQUIPMENT COST
  Starship Size
  Cost Modi�er
  Tiny
    x 0.5
  Small
    x 1
  Medium
    x 2
  Large
    x 5
  Huge
    x 50
  Gargantuan
    x 500
  For instance, to purchase and install De�ection Armor
  on a Small size ship, it costs 3,100 credits. To purchase
  and install it on a Huge ship, however, it costs 155,000
  (3,100 x 50).
  EQUIPMENT WORKFORCE
  Additionally, bigger ships require more people to install
  new equipment. For a Small ship, a single person can
  do everything necessary (though additionally sta� will
  reduce the time taken), while a Medium or larger ship
  requires a more extensive workforce, as shown below
  in the Starship Size Equipment Workforce table below.
  STARSHIP SIZE EQUIPMENT WORKFORCE
  Starship Size
  Minimum Workforce
  Tiny
  1
  Small
  1
  Medium
  2
  Large
  5
  Huge
  50
  Gargantuan
  500
  INSTALLATION TIME
  With su�cient workforce, a snub�ghter's equipment
  can be installed in no more than a week's time.
  However, installing a new equipment layout in a
  freighter can take up to a month, and an overhaul of a
  large ship such as a cruiser might take a year. It isn't
  practical for a smaller workforce to make changes to
  such big ships, regardless of how much time the
  workers have.
  The base time needed to upgrade a starship is
  calculated as follows:
  time (in days) = ("base cost of new equipment" x
  "starship size equipment cost") / (500 x "size of
  workforce")
  For instance, to install De�ection Armor in a Small ship,
  with a workforce of 1, would take 6.2 days. To install it
  on a Huge ship, with a workforce of 100, however,
  would take 3.1 days [(3,100 x 50) / (500 x 100)].
  It is assumed that each member of the workforce
  works 8 hours per day.
  CARGO
  One of the primary features of a starship is its ability to
  store and transport cargo. This capacity accounts for
  everything not directly mounted to the ship, such as
  consumables, extra fuel, and personnel.
  CARGO CAPACITY
  Each ship comes with a capacity for a certain amount of
  cargo, depending on its size, as shown below in the
  Starship Size Cargo Capacity table.
  STARSHIP SIZE CARGO CAPACITY
  Starship Size
  Cargo Capacity  
  Tiny
  —      
  Small
  2 tons    
  Medium
  25 tons    
  Large
  500 tons    
  Huge
  10,000 tons    
  Gargantuan
  200,000 tons    
  PART 1 | EQUIPMENT
  55
  
  Name
  Name
  Cost
  Cost
  Armor Class
  Armor Class 
  Bonus
  Bonus
  Hit Points
  Hit Points 
  per Hit Die
  per Hit Die
     Shield
     Shield 
   Capacity
   Capacity
  Shield Regeneration
  Shield Regeneration 
     Rate Coe�cient
     Rate Coe�cient
  Armor
    De�ection Armor
  3,100 cr
  —
  —
     —
        —
    Lightweight Armor
  3,700 cr
  +1
  -1
     —
        —
    Reinforced Armor
  3,450 cr
  -1
  +1
     —
        —
  Shields
    Directional Shield
  4,300 cr
  —
  —
     x 1
        x 1
    Fortress Shield
  4,650 cr
  —
  —
     x 2
        x 0.5
    Quick-Charge Shield
  4,900 cr
  —
  —
     x 0.5
        x 2
  ARMOR AND SHIELDS
  Di�erent ships use di�erent types of armor based on
  their size and maneuverability. Snub�ghters typically
  use lighter weight armor giving them greater avoidance,
  while bombers focus more on absorption over
  maneuverability. In addition to armor, some ships have
  shields to give them a greater defensive advantage.
  ARMOR
  Armor augments the Armor Class and hit points of a
  ship. All starships have access to armor without need of
  modi�cations.
  ARMOR CLASS
  The armor class of a ship is determined by taking the
  ship's size base armor class (as shown in the Starship
  Size Base Armor Class table below), adding the pilot's
  Intelligence (Piloting) modi�er, and any applicable
  bonuses to it. For example, a Small ship has a base
  armor class of 9. If the pilot has an Intelligence of 16, a
  pro�ciency bonus of +2, pro�ciency in Piloting, and the
  ship is using de�ection armor, his ship has an armor
  class of 14. You do not require pro�ciency in Piloting to
  attempt to �y a space ship.
  STARSHIP SIZE BASE ARMOR CLASS
  Starship Size
  Starship Size
  Base Armor Class
  Base Armor Class
  Tiny
  10
  Small
  9
  Medium
  8
  Large
  7
  Huge
  6
  Gargantuan
  5
  DEFLECTION ARMOR
  De�ection armor is the most common type of armor
  aboard ships, and o�ers no bene�t or penalty to armor
  class or hit points.
  LIGHTWEIGHT ARMOR
  Lightweight armor o�ers a trade-o� of a more
  maneuverable but less resilient ship. A ship with
  Lightweight Armor installed has a +1 bonus to armor
  class, but has one fewer maximum hit point per Hit Die.
   
  REINFORCED ARMOR
  Opposite of lightweight armor is reinforced armor. This
  armor improves a ship's resilience, but makes it less
  likely to avoid damage. A ship with Reinforced Armor
  installed has a -1 penalty to armor class, but has one
  additional maximum hit point per Hit Die.
  SHIELDS
  Some ships (like TIE Fighters) lack shields, though most
  ships have them. Shields determine a ships shield
  points and shield regeneration rate. Shield points
  determine how strong a ship's shields are, while shield
  regeneration rate determines how quickly those shields
  regenerate. All starships have access to shields without
  need of modi�cations.
  Shield Capacity.
  Shield Capacity. The capacity of shields is calculated
  by multiplying the ship's hit points by the shield
  capacity. For instance, if a ship has 50 hit points, then it
  would have 50 shield points with a Directional Shield,
  but only 25 with a Quick-Charge Shield.
  Shield Regeneration Rate.
  Shield Regeneration Rate. Shield regeneration rate
  is represented by a value, and the shields regenerate by
  that amount at the start of the pilot's turn. The shield
  regeneration rate is calculated by multiplying the
  maximum value of the ship's Hit Die by the shield
  regeneration rate coe�cient. For instance, a Small ship
  regenerates 6 shield points at the start of the pilot's
  turn with a Direction Shield, but only 3 shield points
  with a Fortress Shield (6 x 50%).
  Shield Depletion.
  Shield Depletion. In the event that shield points are
  reduced to 0, they no longer regenerate until your ship
  undergoes maintenance.
  DIRECTIONAL SHIELD
  Directional Shields are the most commonly used and
  balanced shields on the market.
  FORTRESS SHIELD
  Fortress shields o�er a higher maximum shield points,
  but regenerate slower than normal shields.
  QUICK-CHARGE SHIELD
  Quick-Charge Shields, opposite of Fortress Shields, o�er
  a reduced capacity, but rapidly replenish.
  PART 1 | EQUIPMENT
  56
  
  WEAPONS
  Ships have a weapon categories based on their
  determined function. Most snub�ghters use laser
  cannons, while gunships have both railguns and lasers.
  Specialized ships often carry torpedoes or missile
  batteries, or even a bomb deployer. In order to install a
  weapon, your ship must have a vacant �xed or turret
  hardpoint modi�cation.
  Ship weapons are divided into four categories:
  Primary, Secondary, Tertiary, and Quaternary.
  Properties vary based on the weapon's category.
  PRIMARY WEAPONS
  Primary weapons are the most common type that ships
  carry: laser cannons. If a ship has any weapons, it has
  laser cannons. Laser cannons vary in accuracy, e�ective
  range, rate of �re, damage, and damage type.
  In a Large or larger ship, rather than an attack roll,
  primary weapons call for Dexterity saving throws to
  avoid the weapon's e�ects. If the target fails the saving
  throw, they take the weapon's normal damage. On a
  successful save, they take half of the weapon's normal
  damage.
  SECONDARY WEAPONS
  Secondary weapons are typically railguns. These
  weapons deal more damage and have a longer range
  than primary weapons, but they are more cumbersome
  and have a slower rate of �re. They are a common
  addition to gunships.
  In a Large or larger ship, rather than an attack roll,
  secondary weapons call for Dexterity saving throws to
  avoid the weapon's e�ects. If the target fails the saving
  throw, they take the weapon's normal damage. On a
  successful save, they take half of the weapon's normal
  damage.
  TERTIARY WEAPONS
  Tertiary weapons are limited-use weapons in the form
  of missiles, rockets or torpedoes. These weapons have
  a long range, high accuracy, and massive damage
  potential but they are limited use and expensive to
  obtain. X-Wings are typically out�tted with proton
  torpedoes.
  Rather than attack rolls, tertiary weapons call for
  Dexterity saving throws to avoid the weapon's e�ects. If
  the target fails the saving throw, they take the weapon's
  normal damage. On a successful save, they take half of
  the weapon's normal damage.
  QUATERNARY WEAPONS
  Quaternary weapons are limited-use weapons in the
  form of bombs, charges, and mines. These weapons
  deal massive damage, but travel at slow speeds, and
  costly to maintain. Y-Wings are typically out�tted with
  proton bombs.
  Rather than attack rolls, quaternary weapons call for
  saving throws to avoid the weapon's e�ects. If the
  target fails the saving throw, they take the weapon's
  normal damage. On a successful save, they take half of
  the weapon's normal damage.
  When released, quaternary weapons travel in a
  straight line at a rate of 100 feet per round, moving at
  the start of the �ring gunner's turn. Quaternary
  weapons detonate when they physically connect with
  an object, when the �ring gunner detonates them
  remotely using their reaction, or 1 minute after they are
  deployed.
  When a deployed gunner takes the Attack action with
  a quaternary weapon, they can release multiple loaded
  ammunition simultaneously. If they choose to do so,
  the ammunition travels in the same space at the same
  velocity and can be detonated as a part of the same
  reaction.
  WEAPON PROPERTIES
  Many weapons have special properties related to their
  use, as shown in the Weapons table.
  AMMUNITION
  You can use a weapon that has the ammunition
  property to make a ranged attack only if you have
  ammunition to �re from the weapon. Each time you
  attack with the weapon, you expend one piece of
  ammunition.
  Weapons with the ammunition property come with a
  range in parentheses after the property. The range
  property varies based on the weapon type.
  Tertiary Weapons.
  Tertiary Weapons. The �rst number is the tertiary
  weapon’s normal range
  normal range in feet, and the second
  number indicates the tertiary weapon’s long range
  long range.
  When attacking a target with a tertiary weapon beyond
  normal range
  normal range, they have advantage on the saving
  throw. You can’t attack a target beyond the tertiary
  weapon’s long range
  long range.
  Quaternary Weapons.
  Quaternary Weapons. Quaternary weapons do not
  have a range. Instead, quaternary weapons travel in a
  straight line at a rate of 100 feet per round.
  ATTACK BONUS
  Some weapons come with an attack bonus. When a
  deployed gunner makes an attack roll with a weapon
  with an attack bonus, they add the bonus (or subtract, if
  negative) to the attack roll.
  If a tertiary or quaternary weapon has an attack
  bonus, they add the bonus (or subtract, if negative) to
  the weapon's save DC.
  ATTACKS PER ROUND
  The rate at which weapons �re varies based on
  weapon. The "Attacks per Round" column shows how
  many ship attacks a deployed gunner can make with
  the chosen weapon when they take the Attack action.
  PART 1 | EQUIPMENT
  57
  
  POWER
  You can use a weapon that has the power property to
  make a ranged attack without the use of ammunition.
  The weapon draws directly from the ship's power
  source.
  Weapons with the power property come with a range
  in parentheses after the property. The range lists two
  numbers. The e�ect of these two numbers varies based
  on the weapon type.
  Primary Weapons. The �rst number is the primary
  weapon's normal range in feet, and the second
  number indicates the primary weapon's long range.
  When attacking a target with a primary weapon beyond
  normal range, you have disadvantage on the attack
  roll. In a Large or larger ship, when attacking a target
  with a primary weapon beyond normal range, they
  have advantage on the saving throw. You can't attack a
  target beyond the weapon's long range.
  Secondary Weapons. The �rst number is the
  secondary weapon's close range in feet, and the
  second number indicates the secondary weapon's
  normal range. When attacking a target within close
  range, you have disadvantage on the attack roll. When
  attacking a target beyond close range, but within
  normal range, you make the attack roll unaltered. In a
  Large or larger ship, when attacking a target within
  close range, they have advantage on the saving throw.
  When attacking a target beyond close range, but within
  normal range, they make the saving throw unaltered.
  You can't attack a target beyond the secondary
  weapon's normal range.
  RELOAD
  A limited number of shots can be made with a weapon
  that has the reload property. A deployed crew member
  must then reload it. Reloading a weapon takes 1 minute
  per ammunition.
  WEAPONS BY SIZE
  In addition to the cost of the weapon varying by size,
  the damage dice vary as well. There are two tables. The
  �rst is for size Tiny to Medium ships, and the second is
  for size Large to Gargantuan.
  TINY TO MEDIUM
  On the Ship Weapons (Small) table, the shown values
  for appropriate for Small size ships. When scaling these
  weapons to size Tiny or Medium ships, there are steps
  that vary based on weapon type.
  PRIMARY AND SECONDARY WEAPONS
  When scaling a primary or secondary weapon to a size
  Tiny ship, reduce the damage die by one step. When
  scaling a primary or secondary weapon to a size
  Medium ship, increase the damage die by one step.
  For instance, a Laser Cannon for a size Tiny ship deals
  1d4 energy damage; for a size Medium ship it deals 1d8
  energy damage. Meanwhile, a Slug Railgun for a size
  Tiny ship deals 2d6 kinetic damage; for a size Medium
  ship it deals 2d10 kinetic damage.
  TERTIARY AND QUATERNARY WEAPONS
  When scaling a tertiary or quaternary weapon to a size
  Tiny ship, reduce the damage die by one step and
  reduce the reload number by half. When scaling a
  tertiary or quaternary weapon to a size Medium ship,
  increase the damage die by one step and double the
  reload number.
  For instance, a Cluster Missile Launcher for a size Tiny
  ship deals 2d8 energy damage and has a reload of 4;
  for a size Medium ship it deals 2d12 energy damage
  and has a reload of 16. Meanwhile, a Bomb Deployer
  for a size Tiny ship has a reload of 2, while a Bomblet
  deals 3d8 energy damage; for a size Medium ship the
  Bomb Deployer has a reload of 8, while a Bomblet deals
  3d12 energy damage.
  LARGE TO GARGANTUAN
  On the Ship Weapons (Huge) table, the shown values
  for appropriate for Huge size ships. When scaling these
  weapons to size Large or Gargantuan ships, there are
  steps that vary based on weapon type.
  PRIMARY AND SECONDARY WEAPONS
  When scaling a primary or secondary weapon to a size
  Large ship, reduce the damage die by one step. When
  scaling a primary or secondary weapon to a size
  Gargantuan ship, increase the damage die by one step.
  For instance, a Laser Battery for a size Large ship
  deals 2d4 energy damage; for a size Gargantuan ship it
  deals 2d8 energy damage. Meanwhile, a Heavy Slug
  Railgun for a size Large ship deals 4d6 kinetic damage;
  for a size Gargantuan ship it deals 4d10 kinetic damage.
  TERTIARY AND QUATERNARY WEAPONS
  When scaling a tertiary or quaternary weapon to a size
  Large ship, reduce the damage die by one step and
  reduce the reload number by half. When scaling a
  tertiary or quaternary weapon to a size Gargantuan
  ship, increase the damage die by one step and double
  the reload number.
  For instance, a Cluster Missile Array for a size Large
  ship deals 4d8 energy damage and has a reload of 32;
  for a size Gargantuan ship it deals 4d12 energy damage
  and has a reload of 128. Meanwhile, a Bomb Layer for a
  size Large ship has a reload of 16, while a Bomblet
  deals 6d8 energy damage; for a size Gargantuan ship
  the Bomb Deployer has a reload of 64, while a Bomblet
  deals 6d12 energy damage.
  PART 1 | EQUIPMENT
  58
  
  SHIP WEAPONS (SMALL)
  Name
  Name
  Cost
  Cost
  Damage
  Damage
  Attack
  Attack 
  Bonus
  Bonus
  Attacks
  Attacks 
  per Round
  per Round Properties
  Properties
  Primary Weapons
    Burst laser cannon
  4,000 cr
  3d6 energy
  —
  1
  Power (range 300/600)
    Heavy laser cannon
  4,150 cr
  1d6+1 energy
  +1
  1
  Power (range 600/1,200)
    Ion cannon
  4,300 cr
  3d6 pulse
  —
  1
  Power (range 300/600)
    Laser cannon
  3,800 cr
  1d6 energy
  —
  2
  Power (range 450/900)
    Light laser cannon
  4,100 cr
  1d6+1 energy
  —
  2
  Power (range 300/600)
    Quad laser cannon
  4,400 cr
  1d6+1 energy
  -1
  2
  Power (range 450/900)
    Rapid-�re laser cannon
  4,600 cr
  1d6 energy
  -1
  3
  Power (range 300/600)
    Thermite cannon
  4,300 cr
  3d6 thermite
  —
  1
  Power (range 300/600)
  Secondary Weapons
    Ion railgun
  5,300 cr
  2d8 pulse
  +1
  1
  Power (range 600/1,800)
    Slug railgun
  5,150 cr
  2d8 kinetic
  +1
  1
  Power (range 600/1,800)
    Thermite railgun
  5,400 cr
  2d8 thermite
  +1
  1
  Power (range 600/1,800)
  Tertiary Weapons
    Cluster missile launcher
  6,000 cr
  2d10 energy
  +2
  2
  Ammunition (range 300/600), reload 8
    Concussion missile launcher
  6,250 cr
  3d10 energy
  +2
  1
  Ammunition (range 600/1,200), reload 4
    Ion missile launcher
  6,600 cr
  2d10 pulse
  +2
  1
  Ammunition (range 900/1,800), reload 4
    Proton torpedo launcher
  6,900 cr
  2d10 energy
  +2
  1
  Ammunition (range 900/1,800), reload 4
    Rocket pod launcher
  6,300 cr
  1d10 energy
  —
  3
  Ammunition (range 600/1,200), reload 12
    Thermite torpedo launcher
  6,700 cr
  2d10 thermite
  +2
  1
  Ammunition (range 900/1,800), reload 4
  Quaternary Weapons
    Bomb deployer
  8,000 cr
  —
  —
  1
  Ammunition, reload 4
  PART 1 | EQUIPMENT
  59
  
  SHIP WEAPONS (HUGE)
  Name
  Name
  Cost
  Cost
  Damage
  Damage
  Attack
  Attack 
  Bonus
  Bonus
  Attacks
  Attacks 
  per Round
  per Round Properties
  Properties
  Primary Weapons
    Burst laser battery
  4,000 cr
  6d6 energy
  —
  1
  Power (range 300/600)
    Heavy laser battery
  4,150 cr
  2d6+2 energy
  +1
  1
  Power (range 600/1,200)
    Ion battery
  4,300 cr
  6d6 pulse
  —
  1
  Power (range 300/600)
    Laser battery
  3,800 cr
  2d6 energy
  —
  2
  Power (range 450/900)
    Light laser battery
  4,100 cr
  2d6+2 energy
  —
  2
  Power (range 300/600)
    Quad laser battery
  4,400 cr
  2d6+2 energy
  -1
  2
  Power (range 450/900)
    Rapid-�re laser battery
  4,600 cr
  2d6 energy
  -1
  3
  Power (range 300/600)
    Thermite battery
  4,300 cr
  6d6 thermite
  —
  1
  Power (range 300/600)
  Secondary Weapons
    Heavy ion railgun
  5,300 cr
  4d8 pulse
  +1
  1
  Power (range 600/1,800)
    Heavy slug railgun
  5,150 cr
  4d8 kinetic
  +1
  1
  Power (range 600/1,800)
    Heavy thermite railgun
  5,400 cr
  4d8 thermite
  +1
  1
  Power (range 600/1,800)
  Tertiary Weapons
    Cluster missile array
  6,000 cr
  4d10 energy
  +2
  2
  Ammunition (range 300/600), reload 64
    Concussion missile array
  6,250 cr
  6d10 energy
  +2
  1
  Ammunition (range 600/1,200), reload 32
    Ion missile array
  6,600 cr
  4d10 pulse
  +2
  1
  Ammunition (range 900/1,800), reload 32
    Proton torpedo array
  6,900 cr
  4d10 energy
  +2
  1
  Ammunition (range 900/1,800), reload 32
    Rocket pod array
  6,300 cr
  2d10 energy
  —
  3
  Ammunition (range 600/1,200), reload 96
    Thermite torpedo array
  6,700 cr
  4d10 thermite
  +2
  1
  Ammunition (range 900/1,800), reload 32
  Quaternary Weapons
    Bomb layer
  8,000 cr
  —
  —
  1
  Ammunition, reload 32
  PART 1 | EQUIPMENT
  60
  
  AMMUNITION
  Tertiary and quaternary weapons require ammunition.
  The cost associated is for each individual unit.
  TERTIARY AMMUNITION
  The ammunition for tertiary weapons varies based on
  the speci�c type of launcher attached to the hardpoint.
  QUATERNARY AMMUNITION
  The ammunition for quaternary weapons, while �re-
  able by the same bomb deployer, vary greatly in
  function. Regardless of their function, all quaternary
  ammunition has 1 hit point and an AC of 20. Upon
  destruction, all quaternary ammunition detonates. The
  damage value is appropriate for Small ships, while the
  value in parentheses is appropriate for Huge ships. For
  other ship sizes, scale the cost and die by reducing or
  increasing it, as explained in "Weapons by Size".
  BOMBLETS
  When a bomblet detonates, each ship within 100 feet
  must make a Dexterity saving throw. A ship takes 3d10
  (6d10) energy damage on a failed save, or half as much
  on a successful one.
  EMP BOMB
  When an EMP bomb detonates, each ship within 200
  feet must make a Constitution saving throw. On a failed
  save, a ship is stunned for 1 minute. As an action on
  each of their turns, a deployed mechanic can repeat the
  saving throw, ending the e�ect on a success.
  PROXIMITY MINE
  Rather than exploding on contact, proximity mines
  detonate any time a ship comes within range of it.
  When a proximity mine detonates, each ship within 100
  feet must make a Dexterity saving throw. A ship takes
  2d10 (4d10) thermite damage on a failed save, or half
  as much on a successful one.
  PULSE BOMB
  When an pulse bomb detonates, each ship within 200
  feet must make a Constitution saving throw. A ship
  takes 2d10 (4d10) pulse damage on a failed save, or half
  as much on a successful one. Additionally, on a failed
  save, if the ship is your size or smaller, it is ionized for 1
  minute. As an action on each of their turns, a deployed
  mechanic can repeat the saving throw, ending the
  e�ect on a success.
  SEISMIC CHARGE
  When a seismic charge detonates, each ship within 300
  feet must make a Dexterity saving throw. A ship takes
  1d10 (2d10) kinetic damage on a failed save, or half as
  much on a successful one.
  AMMUNITION
  Name
  Cost
  Weight
  Tertiary Weapons
    Cluster missile
  300 cr
  8 lb
    Concussion missile
  600 cr
  16 lb
    Ion missile
  700 cr
  18 lb
    Proton torpedo
  650 cr
  17 lb
    Rocket
  200 cr
  6 lb
    Thermite torpedo
  700 cr
  18 lb
  Quaternary Weapons
    Bomblets
  620 cr
  8 lb
    EMP bomb
  900 cr
  12 lb
    Proximity mine
  650 cr
  9 lb
    Pulse bomb
  700 cr
  14 lb
    Seismic charge
  600 cr
  11 lb
  PART 1 | EQUIPMENT
  61
  
  HYPERDRIVE
  The hyperdrive is a propulsion system that allows a
  starship to reach lightspeed and traverse the void
  between stars in the alternate dimension of
  hyperspace. For a starship to have a hyperdrive, it must
  have a vacant hyperdrive slot modi�cation.
  The hyperdrive functions by sending hypermatter
  particles to hurl a ship into hyperspace while 
  preserving the vessel's mass/energy pro�le, and 
  requires a functional hyperdrive motivator to do so. 
  The vessel then travels along a programmed course 
  until it drops back into normal space—realspace—at its 
  destination.
  A deployed operator can engage the hyperdrive as an
  action, after which it takes 1 minute to boot up. During
  that time, if the ship takes damage, it must make a
  Constitution saving throw (DC = 10 or half the damage
  taken, whichever is higher). On a failed save, the
  hyperdrive fails to boot. If the ship takes damage from
  multiple sources, it makes a separate saving throw for
  each source of damage.
  A hyperdrive's only function is to keep a vessel in
  hyperspace, and should a hyperdrive be forcibly
  deactivated or destroyed during transit, the ship will be
  violently pulled back into realspace.
  Tiny ships never have a hyperdrive, while Small ships
  occasionally do. Medium and larger ships typically have
  a hyperdrive.
  Hyperdrives are rated by a class: the lower the class,
  the faster the hyperdrive. A class 1 hyperdrive travels at
  the speed of light, while a class 2 hyperdrive travels at
  half the speed of light. Consequently, a class .5
  hyperdrive travels at twice the speed of light.
  A ship can have multiple hyperdrives. Larger ships
  typically have a back-up in case of failure. Only one
  hyperdrive can be activated at a time. Your ship must
  have a hyperdrive slot for each hyperdrive.
  HYPERDRIVES
  Name
  Name
  Cost
  Cost
  Hyperdrive, class 0.5
  50,000 cr
  Hyperdrive, class 0.75
  25,000 cr
  Hyperdrive, class 1.0
  15,000 cr
  Hyperdrive, class 1.5
  12,500 cr
  Hyperdrive, class 2
  10,000 cr
  Hyperdrive, class 3
  7,500 cr
  Hyperdrive, class 4
  5,000 cr
  Hyperdrive, class 5
  2,500 cr
  Hyperdrive, class 8
  1,000 cr
  Hyperdrive, class 15
  500 cr
  NAVCOMPUTER
  The navcomputer is a specialized computer designed to
  calculate hyperspace routes. For a starship to have a
  navcomputer, it must have a vacant navcomputer slot
  modi�cation.
  When a deployed operator makes an Intelligence
  check to calculate astrogation, if a navcomputer is
  present and if they are pro�cient in Technology, they
  can instead make an Intelligence (Technology) check. A
  deployed operator can activate the navcomputer as a
  bonus action.
  Some navcomputers o�er a bonus when calculating
  astrogation, as indicated by a number after the name
  (for instance, a Navcomputer +1 o�ers a +1 bonus to
  the check). When you make a check to calculate
  astrogation, you add this bonus, regardless of whether
  or not you are pro�cient in Technology.
  NAVCOMPUTER
  Name
  Name
  Cost
  Cost
  Basic Navcomputer
  2,500 cr
  Navcomputer +1
  7,500 cr
  Navcomputer +2
  15,000 cr
  Navcomputer +3
  50,000 cr
  PART 1 | EQUIPMENT
  62
  
  DOCKING
  All starships require refueling and restocking, as well as
  a place to dock where they can get these services.
  DOCKING FEES
  Docking fees vary planet-to-planet, but typically average
  around 20 credits per day in an average spaceport for a
  Tiny or Small ship. For a Medium or larger ship, multiply
  the amount by the Starship Size Equipment Cost table.
  For Large and larger ships, docking on planet is
  impractical. Typically, most civilized planets will have
  docking station in space that the characters can dock
  to. Alternatively, if they don't need to refuel or restock,
  they can simply remain in orbit and bypass any docking
  fees, while the party themselves transfer to the planet's
  surface in a smaller transport.
  LONG TERM STORAGE
  Long-term storage is available in some locations,
  averaging around 200 credits per month for a Tiny or
  Small ship. For a Medium or larger ship, multiply the
  amount by the Starship Size Equipment Cost table.
  Again, it is impractical for a Large or larger ship to to
  be stored on planet. At large shipyards, long term
  storage might be available.
  It generally requires about eight hours to get a ship
  out of long-term storage and ready for �ight.
  REFUELING AND RESTOCKING
  All ships require fuel to operate; without it, a ship is
  e�ectively disabled. In general, most starships refuel
  each time they put into port, and during refueling other
  essential ship consumables (such as water and oxygen)
  are restocked as well.
  REFUELING
  Ships consume fuel in terms of "units", the quantity of
  which varies by the size of the ship. A ship uses a unit's
  worth of fuel for one day of �ight in realspace or
  hyperspace, after one hour of �ight in atmosphere, or
  in a single jump to lightspeed. Costs for a unit's worth
  of fuel can be found below on the Starship Size Fuel
  Cost table.
  STARSHIP SIZE FUEL COST
  Starship Size
  Fuel Cost
  Tiny
  25 cr/unit
  Small
  50 cr/unit
  Medium
  100 cr/unit
  Large
  1,000 cr/unit
  Huge
  10,000 cr/unit
  Gargantuan
  100,000 cr/unit
  Additionally, a ship can store an amount of fuel, as
  determined by its size, in the Starship Size Fuel Capacity
  table below.
  STARSHIP SIZE FUEL CAPACITY
  Starship Size
  Fuel Capacity
  Tiny
  5 units
  Small
  10 units
  Medium
  30 units
  Large
  300 units
  Huge
  600 units
  Gargantuan
  1,800 units
  PRIMARY SYSTEMS
  When a ship refuels, their primary systems, such as
  electricity and life support, are also replenished. As long
  the starship has fuel remaining, primary systems
  function.
  RESTOCKING
  Ships store food and beverage in terms of "portions",
  the quantity of which varies by the size of the ship. Each
  living creature aboard a ship consumes one portion per
  day spent aboard the ship. A portion costs 10 credits.
  STARSHIP SIZE FOOD CAPACITY
  Starship Size
  Food Capacity
  Tiny
  —
  Small
  10 portions
  Medium
  120 portions
  Large
  240,000 portions
  Huge
  9,600,000 portions
  Gargantuan
  576,000,000 portions
  PART 1 | EQUIPMENT
  63
  
  3/5/2019
  SotG - Chapter 06 - Customization Options | GM Binder
  https://www.gmbinder.com/documents/print/-LWWPBoet-s1REkFcrRe
  1/6
  CHAPTER 6: CUSTOMIZATION OPTIONS
            he combination of your character's personal 
            features, as well as their chosen deployment,
  de�nes your character’s capabilities in the space
  component of the game, and the personal details you
  create set your character apart from every other
  character. Even within your class, species, and
  deployment specialization you have options to �ne-
  tune what your character can do. But this chapter is for
  players who want to go a step further.
  This chapter de�nes two sets of rules for customizing
  your character: multispeccing and ventures.
  Multispeccing lets you combine deployments together,
  and ventures are special options you can choose as you
  gain ranks.
  Ships are locked to their respective size-driven tiers
  and have no multiclass parallels.
  MULTISPECIALIZING
  Multispecializing allows you to gain ranks in multiple
  deployment specializations. Doing so lets you mix the
  abilities of those deployments to realize a character
  concept that might not be re�ected in one of the
  standard specialization options.
  With this rule, you have the option of gaining a rank
  in a new specialization whenever you advance in rank,
  instead of gaining a rank in your current specialization.
  Your ranks in all your deployments are added together
  to determine your character rank. For example, if you
  have two ranks in pilot and one in gunner, you’re a 3rd-
  rank character.
  As you advance in ranks, you might primarily remain
  a member of your original deployment with just a single
  rank in another specialization, or you might change
  course entirely, never looking back at the deployment
  you left behind. You might even start progressing in a
  third or fourth specialization. Compared to a single-
  specialized character of the same rank, you’ll sacri�ce
  some focus in exchange for versatility.
   
  MULTISPECIALIZING EXAMPLE
  Drew is playing a 1st-rank pilot. When his character is
  ready to progress to 2nd rank, Drew decides that his
  character will multispec instead of continuing to
  progress as a pilot. Drew’s character has been
  spending a lot of time with Rickey’s gunner, and has
  even been doing some simulations. Drew decides that
  his character will multispec into the gunner
  deployment, and thus his character becomes a 1st-
  rank pilot and 1st-rank gunner (written as pilot
  1/gunner 1).
  When Drew’s character is ready to progress to 3rd
  rank, he can decide whether to add another pilot rank
  (becoming a pilot 2/gunner 1), another gunner rank
  (becoming a pilot 1/gunner 2), or a rank in a third
  deployment, perhaps dabbling in the inner workings of
  the ship (becoming a pilot 1/gunner 1/mechanic 1).  
   
  PREREQUISITES
  Unlike classes, there are no requirements for
  multispeccing. When a player has progressed to a rank
  higher than 1, they can choose to multispec or focus on
  their primary deployment specialization, with no
  external requirements or considerations.
  MILESTONES
  Rather than traditional experience and book-keeping,
  ranks should be awarded as milestones for completing
  a speci�c encounter, or obtaining certain knowledge.
  PROFICIENCY BONUS
  Ships do not have a pro�ciency bonus. When a feature
  references a pro�ciency bonus, instead use the
  pro�ciency bonus of the deployed crew member.
  Rather than having a separate pro�ciency bonus for
  the space and ground portions of your game, your
  pro�ciency bonus for space is the same as that of the
  ground.
  If a deployment feature or venture allows you to forgo
  your pro�ciency bonus, you may only do so once.
  EXPERTISE
  If you have expertise in a skill as well as a feature that
  lets you forgo your pro�ciency bonus, you can only
  forgo your pro�ciency bonus once. For instance, if you
  are a 5th-level, 4th-rank pilot with an 18 in Intelligence
  and expertise in Piloting, you add 10 to your Piloting
  checks (4 + 2 x 3). If you use the 4th-rank pilot feature
  "That's a Good Trick" to forgo your pro�ciency bonus,
  you instead add 7 for the Piloting check as a part of that
  Evade action (4 + 2 x 3 - 3).
  PART 1 | CUSTOMIZATION OPTIONS
  64
  
  3/5/2019
  SotG - Chapter 06 - Customization Options | GM Binder
  https://www.gmbinder.com/documents/print/-LWWPBoet-s1REkFcrRe
  2/6
  GUNNING STYLES
  Certain deployment features or ventures o�er your
  choice of Gunning Style. Choose from the following. You
  can't take a Gunning Style option more than once, even
  if you later get to choose again.
  CANNONEER
  You are skilled with laser cannons. While you are �ring
  a primary weapon, you gain a +2 bonus to damage
  rolls.
  RAILGUNNING
  You are skilled with railguns. While you are �ring a
  secondary weapon, you gain a +2 bonus to attack rolls.
  PAYLOAD DELIVERY
  You are skilled with mines, missiles, rockets, and other
  explosive weapons. When you roll a 1 or 2 on a damage
  die for a tertiary or quaternary weapon, you can reroll
  the die and must use the new roll, even if the new roll is
  a 1 or a 2.
  GUNNING MASTERIES
  Certain deployment features or ventures o�er your
  choice of Gunning Mastery. Choose from the following.
  You can't take a Gunning Mastery option more than
  once, even if you later get to choose again.
  CANNON MASTERY
  You are the master of laser cannons. While you are
  �ring a primary weapon, when you take the Attack
  action, you can choose to �re rapidly at the expense of
  accuracy. Your attacks are made without the aid of your
  pro�ciency bonus, but you use your bonus action to
  make an additional attack, also without your pro�ciency
  bonus.
  RAILGUN MASTERY
  You are the master of railguns. While you are �ring a
  secondary weapon, before you make an attack, you can
  choose to double your pro�ciency bonus. If the attack
  hits, you reduce the damage dealt by an amount equal
  to your pro�ciency bonus.
  PAYLOAD MASTERY
  You are the master of missiles, rockets, and other ship-
  board explosive weapons. While you are �ring a tertiary
  or quaternary weapon, you can choose to reduce the
  DC by an amount equal to your pro�ciency bonus. If
  you do, and the target fails the saving throw, they take
  additional damage equal to twice your pro�ciency
  bonus.
  PART 1 | CUSTOMIZATION OPTIONS
  65
  
  3/5/2019
  SotG - Chapter 06 - Customization Options | GM Binder
  https://www.gmbinder.com/documents/print/-LWWPBoet-s1REkFcrRe
  3/6
  VENTURES
  Ventures represent talents beyond the deployment
  specialization of a character. This embodies their
  training and experience in other aspects of their lives.
  At certain deployment ranks, your deployment gives
  you the Venture feature. You can take each venture
  only once, unless the venture's description says
  otherwise.
  You must meet any prerequisite speci�ed in a
  venture to take that venture. If you ever lose a venture's
  prerequisite, you can't use that venture again until you
  regain the prerequisite. For example, the Spacecasting
  venture requires you to be able to cast force or tech
  powers. If your character loses the ability to do so, you
  can't bene�t from the Spacecasting venture until you
  regain the ability to cast force or tech powers.
  Ventures, and this book in general, are designed and
  written in such a way that they have minimal impact on
  the ground game. All ventures are intended to only be
  usable while deployed aboard a ship, even if they don't
  explicitly say it.
  ANALYTICAL COORDINATOR
  Prerequisite: at least 1 level in scholar 
  When an ally makes an ability check or attack roll
  a�ected by your Direct action, and they are also the
  target of your Critical Analysis class feature, they can
  also roll a d6 and add it to the ability check or attack
  roll.
  CALCULATING GUNNER
  When you make an attack roll with a secondary ship
  weapon while on a Medium or smaller ship, you can
  use your Intelligence modi�er, instead of the ship's
  Dexterity modi�er, for the attack and damage rolls.
  COUNTERSLICER
  When you are the target of the Interfere action and are
  forced to make an Intelligence (Technology) check, if
  you succeed on the contest, you have advantage on the
  next Intelligence (Technology) check you make as the
  result of being targeted by the Interfere action before
  the end of your next turn.
  CUNNING OPERATOR
  Prerequisite: at least 2 levels in operative 
  When you take the Evade or Interfere action and fail the
  contest, you can use the bonus action granted by your
  Cunning Action to repeat the check against the same
  target.
  DIAMOND DEPLOYMENT
  Prerequisite: at least 14 levels in monk 
  While deployed, when your ship fails a saving throw,
  you can spend 1 focus point to reroll the die.
  DOGFIGHTER SUPERIORITY
  Prerequisite: at least 2 levels in �ghter 
  When you expend a gambit die or tactical die, roll the
  die as normal, but you can instead subtract it from your
  pool of superiority dice.
  EXPLOSIVE GAMBITS
  Prerequisite: at least 3 ranks in gunner 
  Once per turn, when you roll the maximum on a gambit
  die, you can roll an additional die and add it to the roll.
  FOCUSED FLYING
  Prerequisite: at least 2 levels in monk 
  Immediately after you take the Attack action while
  deployed as a gunner, you can spend 1 focus point to
  make an additional attack as a bonus action. This
  additional attack must be made with a primary weapon.
  Alternatively, you can spend 1 focus point to take the
  Evade action as a bonus action on your turn.
  FORCE-EMPOWERED ACCURACY
  Prerequisite: at least 2 levels in consular 
  Once per turn, while deployed as a gunner, when you
  miss with a ship attack, or when a target succeeds on
  the saving throw against a ship weapon, you can spend
  1 force point to reroll the die. You must use the new
  roll.
  FORCE-EMPOWERED BLASTING
  Prerequisite: at least 2 levels in guardian 
  Once per turn, while deployed as a gunner, when you
  deal damage with a ship weapon, you can spend 1 force
  point to deal an additional 1d8 damage to the target.
  The damage is the same type as the weapon's damage.
  PART 1 | CUSTOMIZATION OPTIONS
  66
  
  3/5/2019
  SotG - Chapter 06 - Customization Options | GM Binder
  https://www.gmbinder.com/documents/print/-LWWPBoet-s1REkFcrRe
  4/6
  FORCE-EMPOWERED SHOOTING
  Prerequisite: at least 2 levels in sentinel 
  While deployed as a gunner, when you take the Attack
  action, you can spend 1 force point to make an
  additional attack with a bonus action. This additional
  attack must be made with a primary weapon.
  FORCE PILOTING
  Prerequisite: The ability to cast force powers 
  When you make an Intelligence (Piloting) check while
  aboard your ship, you may use your Wisdom or
  Charisma modi�er (your choice), instead of your
  Intelligence modi�er. Additionally, when calculating the
  bonus to AC while piloting, you can use your Wisdom or
  Charisma modi�er (your choice) instead of your
  Intelligence modi�er.
  FURIOUS GUNNER
  Prerequisite: at least 1 level in berserker 
  While raging, you add your rage damage bonus to
  damage rolls from primary ship weapons.
  GUNNER ADEPT
  Prerequisite: Rank 2 
  You have gunner training that allows you to perform
  special combat gambits. You gain the following
  bene�ts:
  You learn two gambits of your choice from among those
  available to the gunner deployment. If a gambit you use
  requires your target to make a saving throw to resist the
  maneuver’s e�ects, the saving throw DC equals 8 + your
  pro�ciency bonus + your ship's Dexterity modi�er.
  If you already have gambit dice, you gain one more;
  otherwise, you have one gambit die, which is a d4. This
  die is used to fuel your gambits. A gambit die is
  expended when you use it. You regain all of your
  expended gambit dice when you �nish a long rest.
  GUNNER IN TRAINING
  When you make a ship attack while deployed as a
  gunner, you can add your pro�ciency bonus to attacks
  you make if you do not already do so.
  GUNNING MASTERY
  Prerequisite: Rank 5 
  You master a particular style of gunning. Choose one of
  the Gunning Mastery options, detailed above. You can
  select this venture multiple times. You can't take a
  Gunning Mastery option more than once, even if you
  later get to choose again.
  GUNNING STYLIST
  Prerequisite: Rank 3 
  You adopt a particular style of gunning as your
  specialty. Choose one of the Gunning Style options
  options, detailed above. You can select this venture
  multiple times. You can't take a Gunning Style option
  more than once, even if you later get to choose again.
  HOT WIRE
  When you would make an Intelligence (Technology)
  check while aboard your ship, you can instead make an
  Intelligence (Mechanic's Kit) check.
  INDOMITABLE STARSHIP
  Prerequisite: at least 9 levels in �ghter 
  While deployed, when your ship fails a saving throw,
  you can use your Indomitable class feature to reroll the
  die.
  INFUSE SHIP WEAPON
  Prerequisite: at least 2 levels in engineer 
  Ship weapons becomes valid targets for your Infuse
  Item class feature.
  INTUITIVE GUNNER
  Prerequisite: The ability to cast force powers 
  When you set the save DC for a tertiary ship weapon
  while on a Medium or smaller ship, you can use your
  Wisdom or Charisma modi�er (your choice), instead of
  the ship's Dexterity modi�er, for the attack and damage
  rolls.
  KEEN EYE
  Prerequisite: Rank 4 
  When you take the Search action and succeed on a
  Wisdom (Perception) or Intelligence (Investigation)
  check aided by your ship's scanners, you can learn
  certain information about a target if you are aware of
  them. The GM tells you if the ship is your ship's equal,
  superior, or inferior in regard to one of the following
  characteristics of your choice:
  Strength score
  Dexterity score
  Constitution score
  Armor Class
  Current total hit and shield points
  Total ship tiers (if any)
  Total deployment ranks (if any)
  Once you've targeted a ship with this feature, you
  can't target it again until you complete a long rest.
  PART 1 | CUSTOMIZATION OPTIONS
  67
  
  3/5/2019
  SotG - Chapter 06 - Customization Options | GM Binder
  https://www.gmbinder.com/documents/print/-LWWPBoet-s1REkFcrRe
  5/6
  MECHANIC IN TRAINING
  When you make an Intelligence (Mechanic's Kit) check
  while deployed as a mechanic, you can add your
  pro�ciency bonus to checks you make if you do not
  already do so.
  OPERATOR IN TRAINING
  When you make an Intelligence (Technology) check
  while deployed as an operator, you can add your
  pro�ciency bonus to checks you make if you do not
  already do so.
  PERCEPTIVE TECHIE
  When you make an Intelligence (Technology) check
  while aboard your ship, you may use your Wisdom
  modi�er instead of your Intelligence modi�er.
  PERSISTENT INTERFERENCE
  Prerequisite: at least 3 ranks in operator 
  When you take the Interfere action and succeed on the
  contest, the target has disadvantage on the next
  Intelligence (Technology) check as a part of an Interfere
  contest before the end of your next turn.
  PILOT ADEPT
  Prerequisite: Rank 2 
  You have pilot training that allows you to perform
  special combat tactics. You gain the following bene�ts:
  You learn two tactics of your choice from among those
  available to the pilot deployment.
  If you already have tactical dice, you gain one more;
  otherwise, you have one tactical die, which is a d4. This
  die is used to fuel your tactics. A tactical die is expended
  when you use it. You regain all of your expended tactical
  dice when you �nish a long rest.
  PILOT IN TRAINING
  When you make an Intelligence (Piloting) check while
  deployed as a pilot, you can add your pro�ciency bonus
  to checks you make if you do not already do so.
  PRECISION GUNNER
  When you make an attack roll with a primary ship
  weapon while on a Medium or smaller ship, you can
  use your Dexterity modi�er, instead of the ship's, for
  the attack and damage rolls.
  RECKLESS RAMMING
  Prerequisite: at least 2 levels in berserker 
  When you take the Ram action, you can throw aside all
  concern for defense to attack with �erce desperation.
  The target has disadvantage on the Dexterity saving
  throw, and you deal additional damage equal to your
  rage damage bonus. The �rst attack roll made against
  your ship before the start of your next turn has
  advantage.
  RECURRENT REPAIRS
  Prerequisite: at least 3 ranks in mechanic 
  When you succed on an Intelligence (Mechanic's Kit)
  check as a part of a Patch action you take, you have
  advantage on the next Intelligence (Mechanic's Kit)
  check you take as a part Patch action you take before
  the end of your next turn.
  RESOURCEFUL DISPLAY
  Prerequisite: at least 1 rank in coordinator 
  When you, or an ally with your Inspiring Display die, roll
  an Inspiring Display, they can roll the die twice and take
  either result.
  RESOURCEFUL GAMBITS
  Prerequisite: at least 1 rank in gunner 
  Once per turn, when you roll a gambit die, you can roll
  the die twice and take either result.
  RESOURCEFUL BOOST
  Prerequisite: at least 1 rank in mechanic 
  When you use your System Boost feature, you can roll
  the die twice and take either number.
  PART 1 | CUSTOMIZATION OPTIONS
  68
  
  3/5/2019
  SotG - Chapter 06 - Customization Options | GM Binder
  https://www.gmbinder.com/documents/print/-LWWPBoet-s1REkFcrRe
  6/6
  RESOURCEFUL DISRUPTION
  Prerequisite: at least 1 rank in operator 
  When you roll a System Disruption die, you can roll the
  die twice and take either number.
  RESOURCEFUL TACTICS
  Prerequisite: at least 1 rank in pilot 
  Once per turn, when you roll a tactical die, you can roll
  the die twice and take either result.
  SCANNER SPECIALIST
  When you take the Search action while deployed as an
  operator, you have advantage on Wisdom (Perception)
  and Intelligence (Investigation) checks that rely on the
  scanner.
  SHREWD INTERROGATOR
  When you make a Wisdom (Insight) or Charisma
  (Deception) check while aboard your ship, you may use
  your Intelligence modi�er instead of your Wisdom or
  Charisma modi�er.
  SNEAK FIRING
  Prerequisite: at least 1 level in operative 
  Once per turn, you can deal an extra 1d6 damage to
  one ship you hit with a ship attack if you have
  advantage on the attack roll.
  SPACECASTING
  Prerequisite: The ability to cast force or tech powers 
  While casting a force or tech power while aboard your
  ship, the range increases by a multiple of 10. You can
  not target a hostile creature with a power unless you
  are aware of their presence and location.
  SPACE EXPLORER
  Prerequisite: at least 1 level in scout 
  While deployed, parts of your Skilled Explorer class
  feature extend to your ship:
  Your ship is not slowed by di�cult terrain.
  Your ship can't get lost by unenhanced means.
  Your ship can move stealthily at a normal pace.
  STORMING GUNNER
  When you make an attack roll with a primary ship
  weapon while on a Medium or smaller ship, you can
  use your Strength modi�er, instead of the ship's
  Dexterity modi�er, for the attack and damage rolls.
  STRONG ALONE, STRONGER TOGETHER
  Prerequisite: at least 3 ranks in coordinator 
  When you take the Direct action, you have advantage
  on the next ability check or saving throw you make
  before the start of your next turn.
  TACTICAL SUPERIORITY
  Prerequisite: at least 2 levels in scholar 
  When you expend an Inspiring Display die or System
  Disruption die, roll the die as normal, but you can
  instead subtract it from your pool of superiority dice.
  THREAD THE NEEDLE
  Prerequisite: at least 3 ranks in pilot 
  When you take the Evade action, you can target two
  ships within 100 feet of eachother, instead of one. Make
  a separate Piloting check for each.
  TRAINING COORDINATOR
  When an ally makes an ability check or attack roll
  a�ected by your Direct action, they can add their
  pro�ciency bonus to the ability check or attack roll if
  they do not already do so.
  PART 1 | CUSTOMIZATION OPTIONS
  69
  
  2/26/2019
  SotG - Chapter 07 - Using Ability Scores | GM Binder
  https://www.gmbinder.com/documents/print/-LWWPFjkj4Z2H2NH9AVS
  1/3
  CHAPTER 7: USING ABILITY SCORES
              ix abilities provide a quick description of 
              every ship's, and her crew’s, physical and mental 
  characteristics: 
  Strength
  Strength, measuring the output of the ship's reactor
  Dexterity
  Dexterity, measuring the maneuverability of the ship's
  thrusters
  Constitution
  Constitution, measuring the durability of the ship's hull
  Intelligence
  Intelligence, measuring the crew's reasoning and memory
  Wisdom
  Wisdom, measuring the crew's perception and insight
  Charisma
  Charisma, measuring the crew's force of personality
  Is a ship indomitable, and her crew insightful? Fast and
  frightening? Nimble and notorious? Ability scores de�ne
  these qualities—a ship and her crew’s assets as well as
  weaknesses.
  The three main rolls of the game—the ability check,
  the saving throw, and the attack roll—rely on the six
  ability scores. The book’s introduction describes the
  basic rule behind these rolls: roll a d20, add an ability
  modi�er derived from one of the six ability scores, and
  compare the total to a target number.
  This chapter focuses on how to use ability checks and
  saving throws, covering the fundamental activities that
  creatures attempt in the game. Rules for attack rolls
  appear in chapter 9.
  ABILITY SCORES AND MODIFIERS
  Each of a ship and her crew’s abilities has a score, a
  number that de�nes the magnitude of that ability. An
  ability score is not just a measure of innate capabilities,
  but also encompasses a ship’s modi�cation, or the
  crew's training, in activities related to that ability.
  A score of 10 or 11 is the normal average, but many
  ships and crew members are a cut above average in
  most abilities. A score of 18 is the highest that a ship or
  crew usually reaches. Some can have scores as high as
  20, and monsters and capital ships can have scores as
  high as 30.
  Each ability also has a modi�er, derived from the
  score and ranging from -5 (for an ability score of 1) to
  +10 (for a score of 30). The Ability Scores and Modi�ers
  table notes the ability modi�ers for the range of
  possible ability scores, from 1 to 30.
  To determine an ability modi�er without consulting
  the table, subtract 10 from the ability score and then
  divide the total by 2 (round down).
  Because ability modi�ers a�ect almost every attack
  roll, ability check, and saving throw, ability modi�ers
  come up in play more often than their associated
  scores.
  ADVANTAGE AND DISADVANTAGE
  Sometimes a special ability or power tells you that you
  have advantage or disadvantage on an ability check, a
  saving throw, or an attack roll. When that happens, you
  roll a second d20 when you make the roll. Use the
  higher of the two rolls if you have advantage, and use
  the lower roll if you have disadvantage. For example, if
  you have disadvantage and roll a 17 and a 5, you use
  the 5. If you instead have advantage and roll those
  numbers, you use the 17.
  If multiple situations a�ect a roll and each one grants
  advantage or imposes disadvantage on it, you don’t roll
  more than one additional d20. If two favorable
  situations grant advantage, for example, you still roll
  only one additional d20.
  If circumstances cause a roll to have both advantage
  and disadvantage, you are considered to have neither
  of them, and you roll one d20. This is true even if
  multiple circumstances impose disadvantage and only
  one grants advantage or vice versa. In such a situation,
  you have neither advantage nor disadvantage.
  When you have advantage or disadvantage and
  something in the game, such as the iktotchi’s
  Precognition trait, lets you reroll the d20, you can reroll
  only one of the dice. You choose which one. For
  example, if an iktotchi has advantage on an ability
  check and rolls a l and a 13, the iktotchi could use the
  Precognition trait to reroll the 1.
  You usually gain advantage or disadvantage through
  the use of special abilities, actions, or powers. The DM
  can also decide that circumstances in�uence a roll in
  one direction or the other and grant advantage or
  impose disadvantage as a result.
  Score
  Score
  Modi�er
  Modi�er
  1
  -5
  2-3
  -4
  4-5
  -3
  6-7
  -2
  8-9
  -1
  10-11
  +0
  12-13
  +1
  14-15
  +2
  Score
  Score
  Modi�er
  Modi�er
  16-17
  +3
  18-19
  +4
  20-21
  +5
  22-23
  +6
  24-25
  +7
  26-27
  +8
  28-29
  +9
  30
  +10
  PART 2 | USING ABILITY SCORES
  70
  
  PROFICIENCY BONUS
  Ships do not have a pro�ciency bonus. Instead, when a
  feature references a pro�ciency bonus, instead use the
  pro�ciency bonus of the character manning the
  relevant deployment. The bonus is used in the rules on
  ability checks, attack rolls, and saving throws.
  Your pro�ciency bonus can’t be added to a single die
  roll or other number more than once. For example, if
  two di�erent rules say you can add your pro�ciency
  bonus to a Wisdom saving throw, you nevertheless add
  the bonus only once when you make the save.
  Occasionally, your pro�ciency bonus might be
  multiplied or divided (doubled or halved, for example)
  before you apply it. If a circumstance suggests that your
  pro�ciency bonus applies more than once to the same
  roll, you still add it only once and multiply or divide it
  only once.
  By the same token, if a feature or e�ect allows you to
  multiply your pro�ciency bonus when making an ability
  check that wouldn’t normally bene�t from your
  pro�ciency bonus, you still don’t add the bonus to the
  check. For that check your pro�ciency bonus is 0, given
  the fact that multiplying O by any number is still 0. For
  instance, if you lack pro�ciency in the History skill, you
  gain no bene�t from a feature that lets you double your
  pro�ciency bonus when you make Intelligence (History)
  checks.
  In general, you don’t multiply your pro�ciency bonus
  for attack rolls or saving throws. If a feature or e�ect
  allows you to do so, these same rules apply.
  EXPERTISE
  Certain features, such as the Expertise class feature or
  Ace Pilot feat, let you double your pro�ciency bonus
  with a given skill or tool pro�ciency, granting expertise
  in that skill or tool. As usual, you can only gain expertise
  in a skill or tool once.
  ABILITY CHECKS
  An ability check ship's ability to overcome a challenge.
  The DM calls for an ability check when a ship, or a crew
  member, attempts an action (other than an attack) that
  has a chance of failure. When the outcome is uncertain,
  the dice determine the results.
  For every ability check, the DM decides which of the 6
  abilities is relevant to the task at hand and the di�culty
  of the task, represented by Di�culty Class. The more
  di�cult a task, the higher its DC. The Typical Di�culty
  Classes table shows the most common DCs.
  To make an ability check, roll a d20 and add the
  relevant ability modi�er. As with other d20 rolls, apply
  bonuses and penalties, and compare the total to the
  DC. If the total equals or exceeds the DC, the ability
  check is a success-the ship, or crew member,
  overcomes the challenge at hand. Otherwise, it’s a
  failure, which means the ship or crew member makes
  no progress toward the objective or makes progress
  combined with a setback determined by the DM.
  When making an ability check that involves Strength,
  Dexterity, or Constitution, you use the ship's score
  instead of your own, as dictated by logic.
  CONTESTS
  Sometimes one ship's or crew member's e�orts are
  directly opposed to another’s. This can occur when both
  of them are trying to do the same thing and only one
  can succeed, such as attempting to pass through a
  narrow gap simultaneously. This situation also applies
  when one of them is trying to prevent the other one
  from accomplishing a goal—for example, when a ship's
  gravity projector tries to prevent another ship from
  jumping to hyperspace. In situations like these, the
  outcome is determined by a special form of ability
  check, called a contest.
  Both participants in a contest make ability checks
  appropriate to their e�orts. They apply all appropriate
  bonuses and penalties, but instead of comparing the
  total to a DC, they compare the totals of their two
  checks. The participant with the higher check total wins
  the contest. That ship or crew member either succeeds
  at the action or prevents the other one from
  succeeding.
  If the contest results in a tie, the situation remains
  the same as it was before the contest. Thus, one
  contestant might win the contest by default. If two ship
  tie in a contest to pass through a narrow gap, neither
  ship makes it. In a contest between a ship's gravity
  generator tries to prevent another ship from jumping to
  hyperspace, a tie means that the second ship fails to
  jump.
  Task Di�culty
  Task Di�culty
  DC
  DC
  Very easy
  5
  Easy
  10
  Medium
  15
  Hard
  20
  Very hard
  25
  Nearly impossible
  30
  USING EACH ABILITY
  Every task that a character or monster might attempt in
  the game is covered by one of the six abilities. This
  section explains in more detail what those abilities
  mean and the ways they are used in the game.
  STRENGTH
  Strength measures the power of a ship's reactor.
  STRENGTH CHECKS
  Your GM may call for Strength checks when you
  undergo interactions not covered by skills, such as
  trying to push through a malleable obstruction like a
  net.
  STRENGTH SAVING THROWS
  Certain features, such as a Tractor Beam, call for a
  Strength saving throw. When you make a Strength
  saving throw, you roll a d20 and add your ship's
  Strength modi�er to the roll. If your ship is pro�cient in
  the saving throw, you also add the pilot's pro�ciency
  bonus to the result of the roll.
  PART 2 | USING ABILITY SCORES
  71
  
  FLYING SPEED
  Your ship's �ying speed is determined by a relationship
  between it's Strength and Constitution modi�ers and its
  base �ying speed, as shown below in the Starship Size
  Base Flying Speed table below.
  STARSHIP SIZE BASE FLYING SPEED
  Starship Size
  Starship Size
  Base Flying Speed
  Base Flying Speed
  Tiny
  400 ft.
  Small
  350 ft.
  Medium
  300 ft.
  Large
  250 ft.
  Huge
  200 ft.
  Gargantuan
  150 ft.
  To calculate a ship's �ying speed, use the following
  formula:
  �ying speed (in feet) = "starship size base �ying
  �ying speed (in feet) = "starship size base �ying
  speed" + 50 x ("Strength modi�er" - "Constitution
  speed" + 50 x ("Strength modi�er" - "Constitution
  modi�er")
  modi�er")
  For instance, a Small ship with a Strength and
  Constitution modi�er of +0 has a �ying speed of 350
  feet. A Huge ship with a Strength modi�er of +4 and a
  Constitution modi�er of +3, however, has a �ying speed
  of 250 feet [200 + 50 x (4 - 3)].
  WEAPON HARDPOINTS
  A ship can have a maximum number of hardpoints
  equal to its Strength score.
  DEXTERITY
  Dexterity measures the maneuverability of a ship, as
  determined by its thrusters.
  DEXTERITY CHECKS
  Your GM may call for Dexterity checks when you
  undertake actions not covered by skills, such as
  maneuvering through a mine�eld.
  DEXTERITY SAVING THROWS
  Certain features, such as a Point Defense System, call
  for a Dexterity saving throw. When you make a
  Dexterity saving throw, you roll a d20 and add your
  ship's Dexterity modi�er to the roll. If your ship is
  pro�cient in the saving throw, you also add the pilot's
  pro�ciency bonus to the result of the roll.
  Hiding
  When you try to hide your ship, the deployed pilot
  makes a Dexterity check. If they are pro�cient in both
  Stealth and Piloting, they can add their pro�ciency
  bonus to the roll.
  ATTACK AND DAMAGE ROLLS
  You add the ship's Dexterity modi�er to your attack roll
  and your damage roll when attacking with a ship
  weapon while deployed as a gunner.
  TURNING SPEED
  Your ship's turning speed is determined by a
  relationship between it's Dexterity and Constitution
  modi�ers and its base turning speed, as shown below
  in the Starship Size Base Turning Speed table below.
  STARSHIP SIZE BASE TURNING SPEED
  Starship Size
  Starship Size
  Base Turning Speed
  Base Turning Speed
  Tiny
  300 ft.
  Small
  250 ft.
  Medium
  200 ft.
  Large
  150 ft.
  Huge
  100 ft.
  Gargantuan
  50 ft.
  To calculate a ship's �ying speed, use the following
  formula:
  turning speed (in feet) = "starship size base turning
  turning speed (in feet) = "starship size base turning
  speed" - 50 x ("Dexterity modi�er" - "Constitution
  speed" - 50 x ("Dexterity modi�er" - "Constitution
  modi�er")
  modi�er")
  For instance, a Small ship with a Dexterity modi�er of
  +3 and a Constitution modi�er of +0 has a turning
  speed of 100 feet [250 - 50 x (3 - 0)]. A Huge ship with a
  Dexterity modi�er of +0 and a Constitution modi�er of
  +3, however, has a turning speed of 300 feet [150 - 50 x
  (0 - 3)].
  If your speed would be reduced to less than 50 feet,
  instead increase your �ying speed by that amount.
  CONSTITUTION
  Constitution represents the durability of a ship's hull.
  CONSTITUTION CHECKS
  Your GM may call for a Constitution check when you
  undergo interactions not covered by skills, such as
  overcoming the debilitating nature of an ion storm.
  CONSTITUTION SAVING THROWS
  Certain features, such as a Heavy Ion Cannon, call for a
  Constitution saving throw. When you make a
  Constitution saving throw, you roll a d20 and add your
  ship's Constitution modi�er to the roll. If your ship is
  pro�cient in the saving throw, you also add the pilot's
  pro�ciency bonus to the result of the roll.
  HIT POINTS
  Your ship's Constitution modi�er contributes to its hit
  points. Typically, your ship adds its Constitution
  modi�er to each Hit Die it rolls for its hit points.
  If your ship's Constitution modi�er changes, its hit
  point maximum changes as well, as though it had the
  new modi�er from tier 0. For instance, if your Small
  ship's Constitution modi�er increases from +1 to +2
  when it reaches 1st tier, you adjust its hit point
  maximum as though the modi�er had always been +2.
  So you add 3 hit points for tier 0, and then roll your hit
  points for tier 1 using your new modi�er. Additionally, If
  some e�ect lowers your ship's Constitution score so as
  to reduce its Constitution modi�er by 1, its hit point
  maximum is reduced as well.
  PART 2 | USING ABILITY SCORES
  72
  
  CHAPTER 8: ADVENTURING
             iving through an asteroid �eld, docking in a 
             space port, or simply exploring the wild blue
  yonder, are the things that Star Wars adventures are
  made of. Your character, with the aid of their ship,
  might explore wild space, undertake dangerous
  smuggling missions, or dispatch pirate ships. And if all
  goes well, your character will survive to claim rich
  rewards before embarking on a new adventure.
  This chapter covers the basics of adventuring in
  space, from the mechanics of movement to the
  acquisition of the ship itself. The rules for maintenance
  are also in this chapter, along with a discussion of the
  activities your characters might pursue between
  adventures.
  Whether adventurers are exploring uncharted
  territories or a complicated relationship with a criminal
  organization, the game follows a natural rhythm, as
  outlined in the book’s introduction:
   1. The GM describes the environment.
  1. The GM describes the environment.
  2. The players describe what they want to do.
  2. The players describe what they want to do.
  3. The GM narrates the results of their actions.
  3. The GM narrates the results of their actions.
  Typically, the GM uses a map as an outline of the
  adventure, tracking the characters' progress as they
  explore enclave corridors or wilderness regions.
  The GM’s notes, including a key to the map, describe
  what the adventurers �nd as they enter each new area.
  Sometimes, the passage of time and the adventurers’
  actions determine what happens, so the GM might use
  a timeline or a �owchart to track their progress instead
  of a map.
  SHIP REGISTRATION
  Pilots are required to register their starships with the
  Bureau of Ships and Services (or BoSS). Additionally, at
  registration, the pilot must acquire an Operating
  License at the cost of 1,000 credits. To be eligible for
  this license they must pass a written piloting test, which
  requires a DC 15 Intelligence (Piloting) check.
  TRANSPONDER CODES
  When ships are created, they are assigned a unique
  signal called a transponder code. Once registered with
  the BoSS, this signal can be used to identify that ship
  using the BoSS database. The transponder code can be
  used to identify a ship's owner, designation, make and
  model, as well as any registered modi�cations.
  Additionally, a transponder code can be used to access
  the ship's ownership history.
  The transponder code is built into the ship's sublight
  engines, making any attempt to remove or alter it
  incredibly di�cult; failing an attempt could damage or
  destroy a ship's engines.
  The Bureau of Ships and Services
  The Bureau of Ships and Services (BoSS) is a long-
  standing, impartial, third-party galactic organization
  that manages all data related to the massive number
  of starships present in the galaxy. The BoSS has stood
  for thousands of years due to their ability to stay
  neutral in con�icts.
  Information on a ship's ownership and its captains
  certi�cations are kept on �le at the BoSS at all times.
  The data is distributed to spaceports upon request, but
  it is an expensive and slow process. As a result of this,
  smaller spaceports rarely update their registries more
  than once a year.
  The security on BoSS computer systems is of the
  highest caliber money can buy, making it almost
  impossible to access without proper authorization
  codes.
  COMMUNICATIONS
  Starships are equipped with basic systems that allow
  for communication in realspace. Typically, starship
  communications systems are limited to contact ships
  and planets within the same system, although boosters
  and specialized radios can reach up to several light-
  years. Opening a channel to a willing recipient is simply
  a matter of pinging their ship. They will receive a
  noti�cation and can respond, opening the lines of
  communication.
  HOLONET
  The Holonet is an instantaneous communication
  system that allows planets to stay in contact despite the
  vast distances between them. A HoloNet transceiver
  transmits and receives information through
  hyperspace, allowing information to travel millions of
  times faster than the speed of light. Hyperwave
  transceivers are embedded at strategic locations,
  constantly relaying information throughout the galaxy.
  This networks allows for instantaneous three-
  dimensional holographic communications at virtually
  any distance, making it one of the primary means of
  communication. Government agencies, such as the
  military, typically maintain their own encrypted circuits
  on the HoloNet. Some experienced slicers have been
  able to access these encrypted channels, though it
  required access to a government compound for the
  requisite codes.
  PART 2 | ADVENTURING
  73
  
  METOSP (MESSAGE TO SPACERS)
  Upon arrival in a star system, most starships
  immediately connect to a specialized frequency
  responsible for communicating with incoming and
  outbound ships, called Message to Spacers, or METOSP.
  The METOSP message typically conveys a repeated
  greeting with information about �ight hazards (such as
  blockades, weather, debris, or collisions) and relevant
  local regulations or customs (such as embargoes,
  tari�s, or landing procedures). All METOSPs are
  broadcast in Galactic Basic, though some worlds also
  broadcast in their native language. A METOSP provides
  pilots with contact information for spaceport control as
  well as information on landing patterns and tra�c
  lanes. Most METOSPs are brief, repeating messages
  that refer listeners to other channels for speci�c
  information.
  PLANETARY INFORMATION CHANNELS
  Most planets also provide incoming space tra�c with
  basic computer communication channels. These
  channels connect the ship to planetary information
  networks that provide everything from communications
  directory assistance to tourism information and
  planetary maps. Planetary information channels allow
  use of the Technology skill to access information
  relevant to the planet, and it possible for a slicer to
  access other functions.
  TIME
  In situations where keeping track of the passage of time
  is important, the GM determines the time a task
  requires. The GM might use a di�erent time scale
  depending on the context of the situation at hand. In an
  enclosed environment, the adventurers‘ movement
  happens on a scale of minutes. It takes them about a
  minute to navigate an asteroid �eld, a minute to dock in
  a space port, and a good 10 minutes to clear customs.
  While traveling in realspace, a scale of hours is often
  more appropriate. Adventurers eager to reach a pirate
  stronghold on the other side of the planet travel those
  150 miles in just over an hour.
  In hyerspace, however, a scale of days works best.
  Following the road from Tatooine to Kashyyk, the
  adventurers spend four uneventful days before a pirate
  ambush interrupts their journey.
  In combat and other fast—paced situations, the game
  relies on rounds, a 6—second span of time described in
  chapter 9.
  MOVEMENT AND TRAVEL
  There are two signi�cant travel types: Realspace and
  Hyperspace.
  TRAVEL IN REALSPACE
  All starships have sublight engines that propel them
  through realspace, using them when taking o�, landing,
  or �ying within a gravity sphere. Coupled with an ion
  drive, ships are capable of incredible acceleration.
  When traveling in realspace, the GM can summarize
  the adventurers’ movement without calculating exact
  distances or travel times: "You �y around the planet,
  reaching the stronghold late in the evening."
  Sometimes it’s important, though, to know how far,
  how fast, and how maneuverable your ship is in a short
  window of time. Starships come equipped with two
  speeds: �ying speed
  �ying speed and turning speed
  turning speed.
  FLYING SPEED
  Flying speed
  Flying speed is how far your ship can travel in a single
  round. It is expressed in feet. For every foot your ship
  travels, it expends one foot from its speed.
  TURNING SPEED
  Turning speed
  Turning speed determines how maneuverable your
  ship is. In order for your ship to turn 90 degrees, you
  must spend an amount of your �ying speed
  �ying speed. The
  amount you must spend equals your turning speed
  turning speed.
  For instance, if your ship has a �ying speed
  �ying speed of 350 feet,
  and a turning speed
  turning speed of 100 feet, you can travel 150 feet
  in a straight line, spending 150 feet of your �ying
  �ying
  speed
  speed, and then turn 90 degrees to starboard,
  spending 100 feet of your �ying speed
  �ying speed, leaving 100 feet
  of movement remaining.
  A ship can turn more or less than 90 degrees on its
  turn, by spending a proportionate amount of
  movement.
  If a ship's turning speed
  turning speed exceeds its �ying speed
  �ying speed,
  treat its turning speed
  turning speed as equal to its �ying speed
  �ying speed.
  TRAVEL PACE
  While traveling in realspace, a starship can move at a
  normal, fast, or slow pace. While traveling at a fast pace,
  your starship's �ying speed is doubled, but your
  starship—and its crew—have disadvantage on
  Intelligence (Investigation) and Wisdom (Perception)
  checks. While traveling at a slow pace, your �ying speed
  is halved, but you can travel stealthily. A fast pace
  makes a ship less perceptive, while a slow pace makes it
  possible to sneak around and to search an area more
  carefully (see the “Activity While Traveling” section later
  in this chapter for more information).
  You can use the following Sample Realspace Travel
  Times table to determine travel times in realspace for
  an average starship traveling at a normal pace.
  SAMPLE REALSPACE TRAVEL TIMES
  Distance
  Distance
  Time Required
  Time Required
  Surface of planet to orbit
  1-5 minutes
  Orbit to safe hyperspace jump distance
  1 minute
  Orbit to planet's moon
  10-30 minutes
  Orbit to another planet in the same system
  2-6 hours
  Orbit to outer edge of system
  12-24 hours
  PART 2 | ADVENTURING
  74
  
  DIFFICULT TERRAIN
  The travel speeds given in the Travel Pace table assume
  unobstructed terrain. But adventurers often face
  narrow canyons, tight formations, or other di�cult
  terrain.
  You move at half speed in di�cult terrain—moving 1
  foot in di�cult terrain costs 2 feet of speed—so you can
  cover only half the normal distance in a minute, an
  hour, or a day.
  ACTIVITY WHILE TRAVELING
  As adventurers travel on their starship, they need to
  remain alert for danger, and some characters might
  perform other tasks to help the group’s journey.
  DEPLOYMENT ORDER
  While traveling, adventurers want to determine who is
  deployed where.
  A deployment order makes it easier to determine
  which characters can spot hidden enemies or
  anomalies, and which ones are the closest to their
  station in case a �ght breaks out.
  A character might occupy the cockpit, a gunner
  station, or a relevant suite. The closer they are to their
  preferred deployment, the less time they have to spend
  getting to it.
  A ship might encounter a hostile ship while some crew
  members are resting or relaxing instead of deployed. It
  is up to the GM to determine how long it takes each
  crew member to deploy.
  STEALTH
  While traveling at a slow pace, the starship can move
  stealthily. As long as they’re not in the open, they can
  try to surprise or sneak by other starships they
  encounter. See the rules for hiding in chapter 7.
  NOTICING THREATS
  Use the passive Wisdom (Perception) scores of the
  characters to determine whether anyone in the starship
  notices a hidden threat. The GM might decide that a
  threat can be noticed only by deployed characters. For
  example, as the characters are traveling through an
  asteroid �eld, the GM might decide that only those
  characters deployed in a rear-facing deployment have a
  chance to spot a stealthy starship following the group,
  while characters deployed elsewhere cannot. While
  traveling at a fast pace, characters take a -5 penalty to
  their passive Wisdom (Perception) scores to notice
  hidden threats.
  Encountering Starships.
  Encountering Starships. If the GM determines that
  the adventurers encounter another starship while
  they’re traveling, it’s up to both groups to decide what
  happens next. Either group might decide to attack,
  initiate a dialogue, run away, or wait to see what the
  other group does.
  Surprising Foes.
  Surprising Foes. If the adventurers encounter a
  hostile creature or group, the GM determines whether
  the adventurers or their foes might be surprised when
  combat erupts. See chapter 9 for more about surprise.
  OTHER ACTIVITIES
  Characters who turn their attention to other tasks as
  the group travels are not focused on watching for
  danger. These characters don’t contribute their passive
  Wisdom (Perception) scores to the group’s chance of
  noticing hidden threats. However, a character not
  watching for danger can do one of the following
  activities instead, or some other activity with the GM’s
  permission.
  Navigate.
  Navigate. The character can try to prevent the group
  from becoming lost, making an Wisdom (Survival) check
  when the GM calls for it. (The Dungeon Master’s Guide
  has rules to determine whether the group gets lost.)
  Maintain a Map.
  Maintain a Map. The character can maintain a map
  that records the group’s progress and helps the
  characters get back on course if they get lost. No ability
  check is required.
  Track.
  Track. A character can follow the tracks of another
  starship, making a Wisdom (Survival) check when the
  GM calls for it. (The Dungeon Master’s Guide has rules
  for tracking.)
  Splitting Up the Party
  Splitting up the party is more di�cult when your party
  only has one ship. Should they acquire a �eet of their
  own, however, they can form multiple parties, each
  moving at a di�erent speed. Each group has its own
  deployment order.
  The drawback to this approach is that the party will
  be split into several smaller groups in the event of an
  attack. The advantage is that a small group of stealthy
  ships moving slowly might be able to sneak past
  enemies that clumsier ships would alert. A X-wing
  moving at a slow pace is much harder to detect than
  the Corellian Corvette they leave behind.
  TRAVEL IN HYPERSPACE
  The fastest way to travel long distances in space is
  through hyperspace. When a starship engages its
  hyperdrive, it accelerates beyond the speed of light and
  enters hyperspace. A starship in hyperspace can't
  communicate with ships in realspace. It is e�ectively cut
  o� from realspace while in hyperspace.
  Large objects that generate signi�cant gravity, such
  as planets and stars, produce what is known as a "mass
  shadow" that projects into hyerspace. Collision with a
  mass shadow can have catastrophic repercussions.
  Hyperdrives have built-in safeguards that prevent a
  ship from jumping to hyperspace while inside of a mass
  shadow, causing a ship to immediately revert to
  realspace if the mass shadow is detected. Interdiction
  vesssels use gravity well generators to keep ships from
  activating their hyperdrives. Some pirates have been
  known to drag asteroids into hyperspace lanes in order
  to drag prey out of hyperspace.
  PART 2 | ADVENTURING
  75
  
  TRAVEL PACE
  While traveling in hyperspace, a starship travels at a set
  speed as determined by the classi�cation of the
  hyperdrive. A class 1 hyperdrive travels at the speed of
  light, while a class 2 hyperdrive travels at half the speed
  of light, and a class .5 hyperdrive travels at twice the
  speed of light.
  The galaxy at large is divided into territories, which
  are in turn subdivided into sectors. Traveling from one
  planet to another in the same sector takes less time
  than traveling from one planet to another in a di�erent
  sector of the same territory. Consequently, traveling to
  a planet in a di�erent territory takes even longer.
  You can use the following Sample Hyperspace Travel
  Times table below to determine travel times. These
  times assume a class 1 hyperdrive.
  SAMPLE HYPERSPACE TRAVEL TIMES
  Distance
  Distance
  Time Required
  Time Required
  Planet in same sector
  1-2 days
  Planet in di�erent sector in same territory
  3-6 days
  Planet in di�erent territory
  7-14 days
  DETECTING HYPERSPACE TRAVEL
  When a starship enters or exits hyperspace, it
  generates a short burst of radiation. Any facility with
  adequate sensor arrays can detect this radiation burst
  with a DC 20 Intelligence (Technology) check. Success
  would indicate that a ship entered or exited the system
  as well as the point of arrival or departure. If the result
  of the check is over 25, the angle of departure can be
  determined, indicating possible destinations.
  ASTROGATION
  Plotting a hyperspace course requires incredibly
  di�cult calculations; normally, only a truly brilliant
  individual can perform this feat unaided. Before
  jumping to hyperspace, a ship must plot a course via
  astrogation. A deployed operator can calculate
  astronavigation with an Intelligence check. The DC of
  the check is determined by how long they spent
  calculating, as shown below in the Astrogation Time
  Taken table.
  ASTROGATION TIME TAKEN
  Time Taken
  Time Taken
  DC
  DC
  10 minutes
  10
  1 minute
  20
  6 seconds
  30
  Additionally, the accuracy of the check is a�ected by
  how old the astrogation information is. If the
  astrogation information is less than a day old, the
  operator has advantage on the check. If the information
  is older than a week, however, they have disadvantage
  on the check.
  On a success, the operator accurately charts the
  hyperspace jump. Failing this check, however, results in
  a hyperspace mishap (see the Hyerspace Mishaps table
  below).
  The BoSS:
  The BoSS: In addition to their duties of regulating
  information regarding ship ownership, they BoSS also
  maintains a database of astrogation information. Each
  time a ship docks in a major spaceport, they can update
  their astrogation data for a 150 credit fee. Astrogation
  data is routinely updated and is rarely more than a
  week old.
  HYPERSPACE HAZARDS
  Traveling through hyperspace can be incredibly
  dangerous. If a starship is disabled because of a poorly
  plotted hyperspace course, the GM usually chooses the
  point at which the ship drops out of hyperspace at
  random. GMs looking for a more in-depth description
  of a hyperspace mishap can consult the table below.
  HYPERSPACE MISHAPS
  D20 
  D20 
  Result
  Result
  1-5
  Internal computer systems overload. Technology
  checks aboard the starship are made with
  disadvantage until the ship undergoes maintenance.
  6-10
  Intense gravity warps the vessel's structual integrity.
  Piloting checks are made with disadvantage until the
  ship undergoes maintenance.
  11-15
  Starship collides with small debris. The ship's hull
  immediately takes kinetic damage equal to one-tenth
  of its max HP, and shields regenerate at half their
  normal rate until the ship undergoes maintenance.
  16-19
  The hyperdrive su�ers a catastrophic failure, and is
  rendered unusable until the ship undergoes
  maintenance.
  20
  Reroll on the above table twice
  LANDING GEAR
  All ships, regardless of size, come with integrated
  landing gear, complete with magnetic clamps. A ship
  can use its landing gear to bind itself another ship of a
  larger size. The landing gear can be engaged remotely
  from the cockpit, or manually in the event of primary
  system failure.
  MOVEMENT IN ZERO GRAVITY
  In some circumstances, such as prolonged power
  failure, or movement in space outside of the ship, a
  character might �nd themselves moving in zero gravity.
  While in zero gravity, a character has a �ying speed
  equal to their walking speed, and zero gravity is treated
  as di�cult terrain.
  If a character already had a �ying speed, they instead
  do not treat zero gravity as di�cult terrain.
  PART 2 | ADVENTURING
  76
  
  CREW CAPACITY
  Ships have a minimum and maximum crew capacity
  determined by their size, modi�cations, and
  determined use. Most Small �ghters, for instance, have
  a single crew member controlling all aspects of the ship.
  Medium ships, however, might have a crew of half a
  dozen, while larger ships have crews in the hundreds to
  hundreds of thousands. Regardless, ships have a
  minimum number of required crew members, as
  shown below on the Starship Size Minimum Crew table.
  STARSHIP SIZE MINIMUM CREW
  Starship Size
  Starship Size
  Minimum Crew
  Minimum Crew
  Tiny
  —
  Small
  1
  Medium
  1
  Large
  200
  Huge
  4,000
  Gargantuan
  80,000
  The number of crew members that actively
  participate in combat, however, is much smaller. For
  coordinators, mechanics, operators, and pilots, each
  ship should only have one actively deployed crew
  member at a time. On ships where multiple people �ll
  these roles, the chiefest and most experienced among
  them should be considered the deployed crew member
  for that role.
  For gunners, the maximum number is equal to the
  number of hardpoints the ship has.
  DEPLOYED
  When a character is manning a deployment, they are
  considered deployed. A character can man multiple
  deployments simultaneously, provided they can access
  the controls for each deployment. For instance, in a
  Small ship, a single character can ful�ll all �ve
  deployments simultaneously, since they can reach
  everything without moving. In a Medium ship, however,
  a single character can function as both pilot and
  operator, but probably can't reach the controls for the
  ship's weapons or the ship's engines to function as a
  gunner or mechanic. In Large and larger ships, most
  deployment stations are spread out so it's di�cult for a
  deployed crew member to man more than one
  deployment.
  While deployed in only one deployment, it is assumed
  you can have access to all features of that deployment.
  THE ENVIRONMENT
  Starship exploration involves delving into the
  potentially dangerous, uncharted territory. The rules in
  this section cover some of the most important ways in
  which adventurers, and their ships, interact with the
  environment. The Dungeon Master’s Guide has rules
  covering more unusual situations.
  VISION AND LIGHT
  The most fundamental tasks of starfaring — noticing
  danger, �nding hidden objects, and hitting an enemy
  ship in combat, to name just a few — rely heavily on a
  character’s ability to see. Darkness and other e�ects
  that obscure vision can prove a signi�cant hindrance.
  A given area might be lightly or heavily obscured. In a
  lightly obscured
  lightly obscured area, such as dim light, dust clouds, or
  electrical storms, creatures have disadvantage on
  Wisdom (Perception) checks that rely on sight.
  A heavily obscured
  heavily obscured area-such as darkness, opaque
  gases, or dense asteroids-blocks vision entirely. A
  creature in a heavily obscured area e�ectively su�ers
  from the blinded condition (see appendix A).
  The presence or absence of light in an environment
  creates three categories of illumination: bright light,
  dim light, and darkness.
  Bright light
  Bright light lets most creatures see normally.
  Dim light
  Dim light, also called shadows, creates a lightly
  obscured area. An area of dim light is usually a
  boundary between a source of bright light, and
  surrounding darkness.
  Darkness
  Darkness creates a heavily obscured area.
  BLINDSIGHT
  A deployed operator on a starship equipped with a
  scanner can perceive their surroundings without relying
  on sight, within a speci�c radius.
  TRUESIGHT
  More advanced scanners o�er truesight, allowing a
  deployed operator to detect starships that are
  completely invisible. Truesight allows a starship's
  scanners to automatically detect visual illusions and the
  deployed operator succeed on saving throws against
  them.
  PART 2 | ADVENTURING
  77
  
  REPAIRS AND MAINTENANCE
  Over time, wear and tear on a ship accrues, forcing
  adventurers to temporarily abandon their pursuits to
  conduct repairs, and eventually maintenance.
  REPAIRS
  As long as a ship has a deployed mechanic, they can
  conduct makeshift repairs without having to dock the
  ship. Conducting repairs requires a workforce as shown
  in the Starship Size Equipment Workforce table on page
  55, and takes an amount of time depending on the size
  of starship, as shown in the Starship Size Repair Time
  table below.
  STARSHIP SIZE REPAIR TIME
  Starship Size
  Starship Size
  Time  
  Time  
  Tiny
  1 hour
  Small
  2 hours
  Medium
  8 hours
  Large
  1 day
  Huge
  2 days
  Gargantuan
  1 week
  If conducting repairs is interrupted by a period of
  strenuous activity—at least 1 hour of walking, �ghting,
  casting powers, or similar adventuring activity—the
  workforce must begin repairs again for the ship to gain
  any bene�t from it.
  Once repairs are conducted, a deployed mechanic
  can attempt to spend one or more Hit Dice, up to the
  starship's maximum number of Hit Dice, by making an
  Intelligence (Mechanic's kit) check. On a roll of 10 or
  less, you roll the Hit Die twice and take the lesser
  amount. On a roll of 11 to 20, you roll the Hit Die
  normally. On a roll of 21 or higher, you roll the Hit Die
  twice and take the greater amount.
  For each Hit Dice spent in this way, the mechanic rolls
  the the die and adds the ship's Constitution modi�er to
  it. The starship regains hit points equal to the total. The
  mechanic can decide to spend an additional Hit Die
  after each roll.
  MAINTENANCE
  Maintenance is a period of extended downtime that
  requires docking at a spaceport or shipyard.
  Maintenance costs a number of credits proportionate
  to the number of hit points missing. The amount is 10
  credits per hit point multiplied by the Starship Size
  Upgrade Cost table on page 22. Conducting
  maintenance requires a workforce as shown in the
  Starship Size Upgrade Workforce table on page 22, and
  takes an amount of time depending on the size of
  starship, as shown in the Starship Size Maintenance
  Time table below.
  STARSHIP SIZE MAINTENANCE TIME
  Starship Size
  Starship Size
  Time  
  Time  
  Tiny
  4 hours
  Small
  8 hours
  Medium
  1 day
  Large
  3 days
  Huge
  1 week
  Gargantuan
  1 month
  If conducting maintenance is interrupted by a period
  of strenuous activity—at least 1 hour of walking,
  �ghting, casting powers, or similar adventuring activity
  —the workforce must begin maintenance again for the
  ship to gain any bene�t from it.
  At the end of maintenance, a ship regains all lost hit
  points and Hit Dice, and its system damage level is
  reduced by 1.
  REPAIRING THE "USED" CONDITION
  If the ship was "used" at the start of maintenance, the
  foremost mechanic can make a DC 30 Intelligence
  (Mechanic's Kit) check. On a success, the cost of
  maintenance is increased, and the ship is no longer
  "used".
  Repairing "used" costs a number of credits
  proportionate to the ship's maximum number of hit
  points. The amount is 10 credits per hit point multiplied
  by the Starship Size Upgrade Cost table on page 22.
  PRIMARY SYSTEM FAILURE
  In some instances, primary systems can experience
  failure. When primary systems fail, an integrated
  emergency back up will activate. This back up can
  continue running the starship, provided there is
  adequate fuel, for 24 hours. At the end of the 24-hour
  period, primary systems fail, causing all electrical
  systems, including life support to fail.
  Once a ship's primary systems, all functionality of the
  ship ceases to function. If the ship can be towed to a
  shipyard, it can still be repaired, however.
  REPAIRING PRIMARY SYSTEMS
  If the ship's primary systems had failed at the start of
  maintenance, they can be repaired during that
  maintenance, increasing the cost but not the time.
  Repairing primary systems costs a number of credits
  proportionate to the ship's maximum number of hit
  points. The amount is 10 credits per hit point multiplied
  by the Starship Size Upgrade Cost table on page 22.
  PART 2 | ADVENTURING
  78
  
  CHAPTER 9: COMBAT
             s the light freighter exits hyperspace, it �nds 
             itself in the middle of a snub�ghter skirmish.
  Immediately, the pilot begins evasive maneuvers while
  hollering for help. One crewmember hops into the
  copilot seat while two more run to opposite sides of the
  craft to man the gun batteries. Three of the
  snub�ghters -- now identi�ed as TIE �ghters -- turn
  towards this new opponent and open �re, but the
  blasts dissipiate ine�ectually on the freighter's shields.
  The freighter's two gunners, now in place, open �re on
  the assaulting craft. One takes the blasts directly to the
  cockpit and explodes in a blaze, while the other is hit on
  a solar panel and spins o� out of control into the
  distance. The third attempts to pass overhead, but the
  copilot takes a shot from the freighter's slaved railgun
  and destroys the �ghter in a single stroke.
  This chapter provides the rules you need for your
  characters and their craft to engage in space combat,
  whether it is a brief skirmish or an extended con�ict.
  Throughout this chapter, the rules address you, the
  player or GM. The GM controls all the other ships and
  nonplayer characters involved in space combat, and
  each other player controls either their own ship or a
  function of your ship. "You" can also mean the
  character or ship you control.
  THE ORDER OF COMBAT
  A typical combat encounter is a clash between two
  sides, a �urry of cannon shots and ship maneuvers. The
  game organizes the chaos of combat into a cycle of
  rounds and turns. A round represents about 6 seconds
  in the game world. During a round, each participant in a
  battle takes a turn. The order of turns is determined at
  the beginning of a combat encounter, when everyone
  rolls initiative. Once everyone has taken a turn, the �ght
  continues to the next round if neither side has defeated
  the other.
  SURPRISE
  An assault carrier exits hyperspace and immediately
  begins �ring on its prey. Fighters rapidly exit bays to
  support and protect the craft. Their opponents, caught
  unawares, are slow to respond and take signi�cant
  damage before mounting their defense. In this
  situation, one side of the battle gained surprise over the
  other.
  The GM determines who might be surprised. If
  neither side tries to be stealthy, they automatically
  notice each other. Otherwise, the GM compares the
  Dexterity (Stealth) checks of anyone hiding with the
  passive Wisdom (Perception) score of each creature on
  the opposing side. Any ship that doesn’t notice a threat
  is surprised at the start of the encounter.
  If you’re surprised, you can’t move or take an action
  on your �rst turn of the combat, and you can’t take a
  reaction until that turn ends. A member of a group can
  be surprised even if the other members aren’t.
  Combat Step By Step
  1. Determine surprise. The GM determines whether
  anyone involved in the combat encounter is surprised.
  2. Establish positions. The GM decides where all the
  characters and monsters are located. Given the
  adventurers’ marching order or their stated positions
  in the room or other location, the GM �gures out
  where the adversaries are—how far away and in what
  direction.
  3. Roll initiative. Everyone involved in the combat
  encounter rolls initiative normally, determining the
  order of combatants’ turns.
  4. Take turns. Each participant in the battle takes a turn
  in initiative order.
  5. Begin the next round. When everyone involved in the
  combat has had a turn, the round ends. Repeat step 4
  until the �ghting stops.
  YOUR ROLE ON YOUR TURN
  Your abilities depend on where you are deployed
  during space combat. In a snub�ghter, you control all
  aspects of your craft: movement and maneuvering,
  weapons, operation, and engines. In a larger craft,
  however, your abilities are dependent on your role in
  the ship. You may be a gunner, a pilot, or a support
  crew member. The amount of control you have varies
  accordingly.
  The “Movement and Position” section later in this
  chapter gives the rules for your move.
  ACTIONS
  The actions available to you depend on where you are
  deployed at a given time. You might be �ring a weapon,
  manipulating the engines, or interacting with a control
  panel.
  BONUS ACTIONS
  Various class or deployment features, powers, and
  other abilities let you take an additional action on your
  turn called a bonus action. You can only take a bonus
  action if some feature gives you one, and you can only
  take one bonus action on each of your turns.
  OTHER ACTIVITY ON YOUR TURN
  Your turn can include a variety of �ourishes that require
  neither your action nor your move.
  You can communicate however you are able, through
  brief utterances and gestures, as you take your turn.
  You can also interact with one object or feature of the
  environment for free, during either your move or your
  action.
  REACTIONS
  Certain features allow you to take a reaction. A reaction
  is an instant response to a trigger of some kind, which
  can occur on your turn or on someone else's.
  When you take a reaction, you can't take another one
  until the start of your next turn. If the reaction
  interrupts another creature's turn, that creature can
  continue its turn right after the reaction.
  PART 2 | COMBAT
  79
  
  MOVEMENT AND POSITION
  In combat, ships are in constant motion, often using
  movement and position to gain the upper hand.
  On your turn, you can move a distance up to your
  speed. You can use as much or as little of your speed as
  you like on your turn, following the rules here.
  Sometimes it’s important, though, to know how far,
  how fast, and how maneuverable your ship is in a short
  window of time. Starships come equipped with two
  speeds: �ying speed
  �ying speed and turning speed
  turning speed.
  FLYING SPEED
  Flying speed
  Flying speed is how far your ship can travel in a single
  round. It is expressed in feet. For every foot your ship
  travels, it expends one foot from its speed.
  TURNING SPEED
  Turning speed
  Turning speed determines how maneuverable your
  ship is. In order for your ship to turn 90 degrees, you
  must spend an amount of your �ying speed
  �ying speed. The
  amount you must spend equals your turning speed
  turning speed.
  For instance, if your ship has a �ying speed
  �ying speed of 350 feet,
  and a turning speed
  turning speed of 100 feet, you can travel 150 feet
  in a straight line, spending 150 feet of your �ying
  �ying
  speed
  speed, and then turn 90 degrees to starboard,
  spending 100 feet of your �ying speed
  �ying speed, leaving 100 feet
  of movement remaining.
  A ship can turn more or less than 90 degrees on its
  turn, by spending a proportionate amount of
  movement.
  VARIANT: PLAYING ON A GRID
  If you play out a combat using a square grid and
  miniatures or other tokens, follow these rules.
  Squares. Each square on the grid represents 50 feet.
  Speed. Rather than moving foot by foot, move square
  by square on the grid. This means you use your speed
  in 50-foot segments. This is particularly easy if you
  translate your speed into squares by dividing the
  speed by 50. For example, a speed of 300 feet
  translates into a speed of 6 squares.
  If you use a grid often, consider writing your speed in
  squares on your character sheet.
  Entering a Square. To enter a square, you must have at
  least 1 square of movement left, unless the square is
  diagonally adjacent to the square you’re in (discussed
  below).
  Corners. Diagonal movement can’t cross the corner of
  an asteroid or other terrain feature that �lls its space.
  Ranges. To determine the range on a grid between
  two things—whether ships or objects—start counting
  squares from a square adjacent to one of them and
  stop counting in the space of the other one. Count by
  the shortest route.
  Diagonals. When measuring range or moving
  diagonally, the �rst diagonal square counts as 50 feet,
  but the second diagonal square counts as 100 feet.
  This pattern of 50 feet and then 100 feet continues
  whenever you're counting diagonally, even if you move
  horizontally or vertically between di�erent bits of
  diagonal movement. For instance, a ship might move
  one square diagonally (50 feet), then three squares
  straight (150 feet), and then another square diagonally
  (100 feet) for a total movement of 300 feet.
  BREAKING UP YOUR MOVE
  You can break up your movement on your turn, using
  some of your speed before and after your action. For
  example, if you have a speed of 300 feet, you can move
  100 feet, take your action, and then move 200 feet.
  MOVING BETWEEN ATTACKS
  If you take an action that includes more than one ship
  attack, you can break up your movement even further
  by moving between those attacks. For example, a ship
  that can make two attacks and that has a speed of 300
  feet could move 100 feet, make an attack, move 200
  feet, and then attack again.
  DIFFICULT TERRAIN
  Combat rarely takes place in featureless terrain.
  Asteroid �elds, mountain ranges, tight formations—the
  setting of a typical �ght contains di�cult terrain.
  Every foot of movement in di�cult terrain costs 1
  extra foot. This rule is true even if multiple things in a
  space count as di�cult terrain.
  The space of another ship, whether hostile or not,
  counts as di�cult terrain.
  MOVING AROUND OTHER SHIPS
  You can move through a nonhostile ship's space. In
  contrast, you can move through a hostile ship's space
  only if the ship is at least two sizes Larger or smaller
  than you. Remember that another ship's space is
  di�cult terrain for your ship.
  Whether a ship is a friend or an enemy, you can't
  willingly end your move in its space.
  SHIP SIZE
  Each ship takes up a di�erent amount of space. The
  Size Categories table shows how much space a ship of a
  particular size controls in combat. Objects sometimes
  use the same categories.
  SIZE CATEGORIES
  Size
  Size
  Space
  Space
  Tiny
  Up to 25 ft.
  Small
  25 to 50 ft.
  Medium
  50 to 250 ft.
  Large
  250 to 2,500 ft.
  Huge
  2,500 to 25,000 ft.
  Gargantuan
  25,000 ft. or larger
  VARIANT: SIZES ON A GRID
  If you play out combat using a square grid and
  miniatures or other tokens, consider scaling down the
  sizes of ships. A Tiny or Small ship should take up 1
  quare, while a Medium ship takes up 2. A Large ship
  takes up 4 squares, a Huge 8, and a Gargantuan 16.
  SPACE
  A ship's space is the area in feet that it e�ectively
  controls in combat, not an expression of its physical
  dimensions. A typical Medium ship isn't 100 feet wide,
  for example, but it does control a space that wide.
  PART 2 | COMBAT
  80
  
  ACTIONS IN COMBAT
  When you take your action on your turn, you can take
  one of the actions presented here (as appropriate for
  your deployment), an action you gained from your
  class, specialization, or some other feature, or an action
  that you improvise.
  When you describe an action not detailed elsewhere
  in the rules, the DM tells you whether that action is
  possible and what kind of roll you need to make, if any,
  to determine success or failure.
  ATTACK
  The most common action to take in combat is the
  Attack action. With this action, you can make an attack
  (or attacks) with one ship weapon you can reach. See
  the "Making an Attack" section for the rules that govern
  attacks. Once a ship weapon has been �red, it can't be
  �red again until the start of the deployed gunners turn.
  Only a deployed gunner can take the Attack action.
  CAST A POWER
  As normal, you can cast force or tech powers. You can
  not target a hostile creature with a power unless you
  are aware of their presence and location. Any deployed
  crew member take the Cast a Power action.
  DIRECT
  You can direct another creature within 5 feet of you,
  aiding them in the completion of a task. When you take
  the Direct action, the creature gains advantage on the
  next ability check it makes to perform the task you are
  helping with, provided that it makes the check before
  the start of your next turn. Alternatively, you can direct
  a friendly creature within 5 feet of you in attacking
  another target. If your ally attacks the target before the
  start of your next turn, the �rst attack roll is made with
  advantage. Only a deployed coordinator can take the
  Direct action.
  EVADE
  When you take the Evade action, you make an
  Intelligence (Piloting) check contested by a target ship's
  Intelligence (Piloting) check. On a success, the �rst
  attack roll the target makes against you before the start
  of your next turn has disadvantage. On a failure, the
  �rst attack roll made by your ship against the target
  before the start of your next turn has disadvantage.
  Only a deployed pilot can take the Evade action.
  HIDE
  When you take the Hide action, you make a Dexterity
  (Stealth) check in an attempt to hide your ship,
  following the rules in chapter 7 for hiding. If you
  succeed, you gain certain bene�ts, as described in the
  "Unseen Attackers and Targets" section later in this
  chapter. Only a deployed pilot can take the Hide action.
  INTERFERE
  You can attempt to interfere with another creature
  within 1,000 feet that is deployed on a ship, if you are
  aware of their presence and location, in the attempt of
  a task. When you take the Interfere action, you make an
  Intelligence (Technology) check contested by the
  target's Intelligence (Technology) check. If you succeed,
  the subject has disadvantage on the next ability check
  or attack roll it makes before the start of your next turn.
  Only a deployed operator can take the Interfere action.
  PATCH
  You can attempt to patch up damage a ship has taken,
  using one of its Hit Dice. When you take the Patch
  action, you make an Intelligence (Mechanic's Kit) check
  (DC = 10 or half the ship's missing hit points, whichever
  number is higher). On a failure, you roll the Hit Die
  twice and take the lesser amount. On a success you roll
  the Hit Die normally. Only a deployed mechanic can
  take the Patch action.
  RAM
  You can attempt to ram another ship while �ying
  through its space. As an action, you can force the
  opposing pilot to make a Dexterity saving throw (DC = 8
  + the pilot's pro�ciency bonus + the ship's Strength
  modi�er). On a failed save, both you and the target ship
  take kinetic damage equal to two of your ship's Hit Dice
  + your ship's Strength modi�er. If your ship has shield
  points remaining, your ship instead takes half this
  damage. If the target ship is larger than your ship, it has
  disadvantage on the saving throw. If the target ship is
  smaller than your ship, it instead has advantage. Only a
  deployed pilot can take the Ram action.
  READY
  Sometimes you want to get the jump on a foe or wait
  for a particular circumstance before you act. To do so,
  you can take the Ready action on your turn so that you
  can act later in the round using your reaction. Any
  deployment can take the Ready action.
  First, you decide what perceivable circumstance will
  trigger your reaction. Then, you choose the action you
  will take in response to that trigger. For instance, “When
  the star�ghter comes into range, I'll shoot it with my
  railgun."
  When the trigger occurs, you can either take your
  reaction right after the trigger �nishes or ignore the
  trigger. Remember that you can take only one reaction
  per round.
  SEARCH
  When you take the Search action, you devote your
  attention to �nding something. Depending on the
  nature of your search, the DM might have you make a
  Wisdom (Perception) check or an Intelligence
  (Investigation) check. Any deployment can take the
  Search action.
  USE AN OBJECT
  When an object requires your action for its use, you
  take the Use an Object action. This action is also useful
  when you want to interact with more than one object
  on your turn. Any deployment can take the Use an
  Object action.
  PART 2 | COMBAT
  81
  
  MAKING AN ATTACK
  Whether you’re shooting your laser cannons or a
  railgun, an attack has a simple structure.
  1. Choose a target. Pick a target within your attack’s
  range: a ship, an object, or a location.
  2. Determine modifiers. The GM determines
  whether the target has cover and whether you have
  advantage or disadvantage against the target. In
  addition, powers, special abilities, and other e�ects can
  apply penalties or bonuses to your attack roll.
  3. Resolve the attack. You make the attack roll. On a
  hit, you roll damage, unless the particular attack has
  rules that specify otherwise. Some attacks cause special
  e�ects in addition to or instead of damage. If there’s
  ever any question whether something you're doing
  counts as an attack, the rule is simple: if you're making
  an attack roll, you're making an attack.
  ATTACK ROLLS
  When you make an attack with a primary or secondary
  weapon, your attack roll determines whether the attack
  hits or misses. To make an attack roll, roll a d20, add
  your pro�ciency bonus (if pro�cient), the ship's
  Dexterity modi�er, and any weapon-speci�c bonuses or
  penalties. If the total of the roll plus modi�ers equals or
  exceeds the target’s Armor Class (AC), the attack hits.
  If you are pro�cient with any martial weapons, you
  are considered pro�cient with a ship's weapons.
  ROLLING 1 OR 20
  Sometimes fate blesses or curses a gunner, causing the
  novice to hit and the veteran to miss.
  If the d20 roll for an attack is a 20, the attack hits
  regardless of any modi�ers or the target’s AC. In
  addition, the attack is a critical hit, as explained later in
  this chapter.
  If the d20 roll for an attack is a 1, the attack misses
  regardless of any modi�ers or the target’s AC.
  RANGE
  You can make ranged attacks only against targets
  within a speci�ed range.
  Ship weaponry typically has two ranges. The value of
  these ranges depends on the type of weapon (primary,
  secondary, or tertiary), as described in Chapter 5.
  RANGED ATTACKS IN CLOSE COMBAT
  Aiming a ranged attack is more di�cult when a foe is
  next to you. When you make a ranged attack with a ship
  weapon, a power, you have disadvantage on the attack
  roll if you are within 50 feet of your target.
  FIRING ARC
  Ships have a �ring arc, which is determined by the
  hardpoint on which they are mounted. Fixed hardpoints
  o�er a limited �ring arc, while turret hardpoints have
  an unlimited �ring arc.
  LIMITED FIRING ARC
  Many weapons, such as forward- or rear-mounted laser
  cannons, can only �re in a single direction, indicated by
  a limited �ring arc. These weapons can only �re at
  targets within a cone, with the weapon's �xed
  hardpoint as the cone's point of origin. The cone's
  width at a given point along its length is equal to that
  points distance from the point of origin.
  UNLIMITED FIRING ARC
  Weapons with an unlimited �ring arc can �re at any
  target within range and line of sight.
  SAVING THROWS
  While many weapons utilize an attack roll, tertiary and
  quaternary weapons, as well as primary and secondary
  weapons on Large and larger ships, instead call for a
  saving throw. The saving throw is calculated as follows:
  Weapon save DC = 8 + the gunner's pro�ciency bonus
  (if pro�cient) + the ship's Dexterity modi�er
  DAMAGE ROLLS
  Each ship weapon speci�es the damage it deals. You
  roll the damage die or dice, add the ship's Dexterity
  modi�er, and apply the damage to your target. Higher
  quality weapons, special abilities, and other factors can
  grant a bonus to damage.
  CRITICAL HITS
  When you score a critical hit, you get to roll extra dice
  for the attack’s damage against the target. Roll all of the
  attack’s damage dice twice and add them together.
  Then add any relevant modi�ers as normal. To speed
  up play, you can roll all the damage dice at once.
  DAMAGE TYPES
  Starship combat relies on four di�erent damage types.
  Energy. The most common type of damage done by
  primary ship weapons, dealing normal damage to
  armor and shields.
  Kinetic. The most common type of damage done by
  secondary ship weapons, dealing normal damage to
  armor and shields. Additionally, when ships collide with
  eachother or debris, they deal kinetic damage.
  Pulse. Pulse damage is more e�ective against shields
  than armor. Shields take double damage from pulse
  weapons, while armor takes half.
  Thermite. Thermite damage is more e�ective against
  armor than shields. Armor takes double damage from
  thermite weapons, while shields take half.
  DAMAGE RESISTANCE AND
  VULNERABILITY
  Some ships might have resistance or vulnerability to a
  damage type. If a ship has resistance to a damage type,
  damage of that type is halved against it. If a ship has
  vulnerability to a damage type, damage of that type is
  doubled against it.
  Resistance, and then vulnerability, are applied after
  all other modi�ers to damage. Multiple instances of
  resistance or vulnerability that a�ect the same damage
  type count only as one instance.
  PART 2 | COMBAT
  82
  
  COVER
  Asteroids, ships, and other obstacles can provide cover
  during combat, making a target more di�cult to harm.
  A target can bene�t from cover only when an attack or
  other e�ect originates on the opposite side of the
  cover.
  There are three degrees of cover. If a target is behind
  multiple sources of cover, only the most protective
  degree of cover applies; the degrees aren't added
  together. For example, if a target is behind a ship that
  gives half cover and an asteroid that gives three-
  quarters cover, the target has three-quarters cover.
  A target with half cover
  half cover has a +2 bonus to AC and
  Dexterity saving throws. A target has half cover if an
  obstacle blocks at least half of it.
  A target with three-quarters cover
  three-quarters cover has a +5 bonus to
  AC and Dexterity saving throws. A target has three-
  quarter cover if about three-quarters of it is covered by
  an obstacle.
  A target with total cover
  total cover can’t be targeted directly by
  an attack, although some powers can reach such a
  target by including it in an area of e�ect. A target has
  total cover if it is completely concealed by an obstacle.
  DAMAGE AND REPAIRS
  Space combat is lethal, and players always run a risk by
  engaging in it. A well placed cannon shot, a proton
  torpedo, or a seismic charge all have the potential to
  damage, or outright destroy, a ship.
  HIT POINTS
  Hit points represent a ship's hull integrity. A ship's
  current hit points (usually just called hit points) can be
  any number from the ship's hit point maximum down
  to 0. This number changes frequently as a ship takes
  damage or receives repairs.
  Whenever a ship takes damage, that damage is
  subtracted from its hit points. The loss of hit points has
  no e�ect on a ship's capabilities until the ship drops to
  0 hit points.
  SHIELD POINTS
  Often, a ship will have a bu�er of energy called a shield.
  Ship's equipped in such a way of shield points in
  addition to hit points.
  Whenever a ship with shield points takes damage, the
  shield takes the damage instead. If this damage
  reduces the ship's shield points to 0, the hull takes any
  remaining damage. For instance, if your ship has 5
  shield points and takes 7 damage, your ship loses its
  shield points and then take 2 damage to your ship's hit
  points.
  REPAIRS
  Damage to hulls is permanent until repaired. Small
  repairs can happen while the ship is still in space, but
  signi�cant repairs require docking in an appropriate
  location, as discussed in Chapter 8.
  When a ship receives repairs of any kind, hit points
  regained are added to its current hit points. A ship’s hit
  points can’t exceed its hit point maximum.
  PART 2 | COMBAT
  83
  
  DROPPING TO 0 HIT POINTS
  When a ship is reduced to 0 hit points, it is either
  destroyed or disabled. If the ship is not instantly
  destroyed, the ship su�ers 1 level of system damage
  and becomes disabled.
  Describing the Effects of Damage
  GMs describe hit point loss in di�erent ways. When
  your ship's current hit point total is half or more of
  your hit point maximum, it typically shows no signs of
  damage. When it drops below half its hit point
  maximum, you show signs of wear, such as electrical
  �res or dislodged machinery. An attack that reduces
  your ship to 0 hit points strikes directly, leaving a
  massive hole or otherwise disables the ship.
  INSTANTLY DESTROYED
  Massive damage can destroy a ship instantly. When
  damage reduces a ship to 0 hit points and there is
  damage remaining, the ship explodes if the remaining
  damage equals or exceeds its hit point point maximum.
  DESTRUCTION SAVING THROWS
  Whenever you start your turn and your ship has 0 hit
  points, you must make a special saving throw, called a
  destruction saving throw, to determine whether or not
  you're able to salvage your ship. Unlike other saving
  throws, this one isn’t tied to any ability score; you are in
  the hands of fate now. Roll a d20. If the roll is 10 or
  higher, you succeed. Otherwise, you fail. A success or
  failure has no e�ect by itself. On your third success,
  your ship becomes stable (see below). On a failure, your
  ship su�ers 1 level of system damage. The successes
  and failures don't need to be consecutive; keep track of
  both until you collect three successes, or your ship's
  primary systems fail.
  Rolling 1 or 20.
  Rolling 1 or 20. When you make a destruction saving
  throw and roll a 1 on the d20, it counts as two failures,
  causing 2 levels of system damage. If you roll a 20 on
  the d20, your ship regains 1 hit point.
  Damage at 0 Hit Points.
  Damage at 0 Hit Points. If your ship takes any
  damage while it has 0 hit points, it su�ers 1 level of
  system damage. If the damage is from a critical hit, it
  su�ers 2 levels of system damage instead. If the
  damage equals or exceeds its hit point maximum, it is
  instantly destroyed.
  STABILIZING A SHIP
  The best way to stablize a ship with 0 hit points is to
  repair it. If repairs are unavailable, the ship can at least
  be stabilized so that it isn’t killed by a failed destruction
  saving throw.
  A deployed mechanic can use their action to attempt
  repairs on a disabled ship and attempt to stabilize it,
  which requires a successful DC 10 Intelligence
  (Mechanic's Kit) check.
  A stable
  stable ship doesn’t make destruction saving
  throws, even though it has 0 hit points, but it does
  remain disabled. The ship stops being stable, and must
  start making destruction saving throws again, if it takes
  any damage. A stable ship that isn’t repaired regains 1
  hit point after 1d4 hours.
  SHIPS AND DESTRUCTION
  Most GMs have a ship explode the instant it drops to 0
  hit points, rather than disabling it and having it make
  destruction saving throws. Special ships are common
  exceptions; the GM might have them be disabled and
  follow the same rules as player ships.
  DISABLING A SHIP
  Sometimes an attacker wants to incapacitate a ship,
  rather than destroy it. When an attacker reduces a ship
  to 0 hit points with a primary weapon, the attacker can
  disable the ship. The attacker can make this choice the
  instant the damage is dealt. The ship is disabled and
  stable.
  PART 2 | COMBAT
  84
  
  CHAPTER 10: GENERATING ENCOUNTERS
            reating interesting starship encounters can be a 
            challenging task. Unlike in character-based
  encounters, DMs are limited by the more constrained
  nature of space combat: The heroes are con�ed to an
  environment that might limit their abilities, and coming
  up with encounters that do more than just pit two
  squads of star�ghters against one another takes more
  work. Despite this, creating an exciting starship combat
  encounter can make an adventure much more
  memorable, encouraging players to become just as
  involved as they would be in ground-based encounters.
  One of the most important elements of a good
  starship encounter is giving each player something to
  do. Gunners should have plenty of targets, a goal that is
  relatively easy to accomplish. Pilots should have
  obstacles to maneuver around and ships to �y past,
  making the environment of the encounter very
  important. Character combat holds players' interests
  because each player has something to do in every
  round. Engaging players in the same manner during a
  starship combat encounter requires the Gamemaster
  to design aspects of the encounter that give every
  player something to do in every round.
  Designing a starship encounter that keeps several
  players active on every turn can be daunting. An
  alternative solution is to create encounters that
  encourage players to �y their own starships. For
  example, in a party of four characters, one character
  might serve as the pilot of the party's freighter, one
  character might serve as the gunner aboard that
  freighter, and the other two would pilot star�ghters in
  the same encounter. This gives three players -- the
  three pilots -- the ability to move and attack in each
  round, just as they would in character combat. Even
  characters untrained in the Piloting skill can perform
  basic movement and actions, and trained pilots can
  help protect those untrained pilots during starship
  combat.
  GIVE OBJECTIVES OTHER 
  THAN DESTRUCTION
  One of the best ways to make a starship combat
  encounter more engaging is to give players an objective
  other than simply eradicating the opposition. Although
  destroying one's opponents can certainly be a key
  component in accomplishing that objective, it doesn't
  necessarily have to be all of it (and, in fact, it rarely is).
  When designing an encounter, try to pick an objective
  that allows the heroes to engage their enemy in combat
  while giving them some other goal to focus on. A goal
  other than all-out destruction also encourages the
  players to be more cautious and think tactically rather
  than just going in guns ablaze. Just as you might not
  have character combat just for combat's sake, starship
  combat encounters should serve the purpose of
  moving the plot forward.
  ESCORT MISSIONS
  One option for an alternative objective is an encounter
  in which the players are required to protect something
  or someone. Escort missions are common among
  starship pilots in the Star Wars setting, and providing
  the players with the goal of protecting something from
  coming to harm means that the players will have to do
  more than just unleashing their weapons. Protecting
  something requires more tactical awareness while still
  allowing for high action and dog�ghting that makes
  space combat exciting. The players might be escorting a
  ship through hostile territory, defending a transport as
  it's being loaded, or keeping enemy vessels from
  detecting a secret base.
  BLOCKADE RUN
  Alternatively, not all encounters can be won by
  destroying your enemies; the players might simply be
  trying to get from one place through another through a
  series of encounters. The players might be trying to
  maneuver through a large scale battle toward a speci�c
  target, attempting to penetrate the core of a space
  station, or simply trying to avoid being captured or
  destroyed.
  BASE ASSAULT
  Furthermore, you could have your players use their
  starship to assault a planetary base. Rather than just
  dog�ghting, they might assault a compound featuring
  turbolaser batteries and walkers.
  RETRIEVAL MISSION
  Finally, the players might have to task of obtaining
  something during a starship encounter. This could be a
  job as simple as using a tractor beam to drag away a
  derelict ship, or it might involve the heroes actually
  landing somewhere, obtaining an item, and rejoining
  the �ght. In some cases, the object in question might be
  a hostile starship, requiring the heroes to disable rather
  than destroy.
  BUILD INTERESTING
  BATTLEFIELDS
  Another key element of good space combat encounters
  is creating combat arenas that are interesting. Certainly,
  encounters involving two groups of ships engaging one
  another in open space can be fun, but adding a certain
  element of environmental challenge to the encounter
  makes it much more memorable. Perhaps while �eeing,
  the characters must �y through an asteroid belt
  wrought with peril, their pursuit detonating asteroids in
  an attempt to disable them. Just as in character-scale
  combat, adding terrain features to space battles creates
  more lively combat sequences that require creativity
  and tactical thinking on the part of the players.
  PART 3 | GENERATING ENCOUNTERS
  85
  
  The presence of environmental obstacles also creates a
  more dynamic battle�eld, adding another dimension to
  the placement and movement of starships. Terrain
  challenges in space combat necessitate movement and
  encourage players to be more creative in their actions.
  The following terrain hazards can be part of any space
  combat sequence.
  ASTEROIDS, DEBRIS, 
  AND ENCLOSED TERRAIN
  Space is a lot less empty than one might think, and an
  environment that contains asteroids, debris, or
  enclosure is di�cult to move through and can
  potentially damage a starship. Moving through the
  space of an object hazard is requires an Intelligence
  (Piloting) check, with a DC equal to the size of the
  obstacle, as shown in the DC column below. On a
  failure, the ship takes kinetic damage equal to the
  Damage column.
  Size
  Size
  DC
  DC
  Damage
  Damage
  Tiny
  5
  1d6   
  Small
  10
  2d6   
  Medium
  15
  3d6   
  Large
  20
  4d6   
  Huge
  25
  5d6   
  Gargantuan
  30
  6d6   
  DAMAGING ENVIRONMENT
  Though most combat takes place in a vacuum, some
  battle might take place in thick dust clouds, the upper
  atmosphere of a corrosive gas giant,
  electromagnetically charged nebulae, or even in close
  proximity to a star--and any of these features can
  damage a ship. Each hazard functions di�erently.
  CORROSIVE GASES
  Occasionally encountered in planetary atmospheres
  and some nebulae, corrosive gases can also be the
  result of massive industrial accident. If a starship enters
  a corrosive gas �eld or starts its turn there, the pilot
  must make a DC 12 Intelligence (Piloting) check. A
  starship takes 1d6 kinetic damage on a failed check, or
  half as much on a successful one.
  DUST CLOUDS
  Usually encountered as a part of an asteroid �eld, or as
  a part of a planetary ring system, light and moderate
  dust clouds provide very poor visibility. While in a dust
  cloud, a starship is considered heavily obscured.
  IONIC DISCHARGES
  Some nebulae and planetary atmospheres produce
  nearly continuous discharges of ionic particles. If a
  starship enters an ionic discharged area or starts its
  turn there, the starship takes pulse damage equal to
  half the maximum value of the ship's Hit Die.
  RADIATION
  In close proximity to a star or other source of intense
  electromagnetic radiation, a starship can take
  substantial damage. Generally, these hazards will cover
  a large radius, but you might designate some areas as
  being in the shadow of a planet or moon, negating the
  e�ects of the radiation. If a starship enters a radiation
  proximity or starts its turn there, the starship takes 1
  energy damage.
  CREATE EXCITING SCENARIOS
  WITH COMPLICATIONS
  One of the best ways to create tension in a space
  combat sequence is to present complications that a�ect
  the way combat takes place. Although battles in which
  starships simply square o� agains one another are �ne,
  a battle with some larger complication can increase the
  level of tension and excitement. Complications are
  factions that a�ect combat without a�ecting the
  battle�eld itself.
  One of the most often-used complications is a time
  constraint. Placing a limit on the amount of time--in
  rounds or otherwise-- that the players have to complete
  their tasks creates a sense of urgency that makes space
  combat more exciting. For instance, attacking a
  superweapon before its weapon �res, or attempting to
  incapacitate an enemy ship before it makes the jump to
  hyperspace.
  Similarly, limiting the perception or communication of
  combatants can add an air of the unknown to an
  encounter. In addition to terrain that impairs visibility,
  you might include a jamming �eld that prohibits ships
  from communicating with each other, or a sensor
  scrambler that imposes disadvantage on Piloting checks
  as the ship's onboard computers struggle to clear out
  the interference.
  Encounter Creation needs to be rewritten. It will
  require a decent amount of ma� on my end, so it's not
  ready yet. For the time being, have your GM use
  common sense to dictate what is an appropriate
  encounter.
  PART 3 | GENERATING ENCOUNTERS
  86
  
  THIS PAGE LEFT INTENTIONALLY BLANK
  For Encounter Generation Calculation
  PART 3 | GENERATING ENCOUNTERS
  87
  
  2/26/2019
  SotG - Chapter 11 - Appendix A - Conditions | GM Binder
  https://www.gmbinder.com/documents/print/-LXsdiYhFm8k5zcx7feA
  1/1
  APPENDIX A: CONDITIONS
           onditions alter a starship's capabilities in a variety 
           of ways and can arise as a result of a power, a
  starship feature, or some other e�ect. Most conditions,
  such as blinded, are impairments, but a few, such as
  invisible, can be advantageous.
  A condition lasts either until it is countered or for a
  duration speci�ed by the e�ect that imposed the
  condition.
  If multiple e�ects impose the same condition on a
  starship, each instance of the condition has its own
  duration, but the condition's e�ects don't get worse. A
  starship either has a condition or doesn't.
  Any conditions that reference the ship also apply to
  any crew members when they take actions involving the
  ship. For instance, an ionized ship has disadvantage on
  attack rolls. Consequently, a deployed gunner would
  have disadvantage on attack rolls with a ship weapon,
  but not with their own weapons.
  The following de�nitions specify what happens to a
  creature while it is subjected to a condition.
  BLINDED
  A blinded ship can't see and automatically fails any
  ability check that relies on sight or the ship's sensors.
  Attack rolls against the ship have advantage, and the
  ship's attack rolls have disadvantage.
  DISABLED
  A disabled ship can't communicate with external
  sources more than 1,000 feet away.
  A disabled ship can't take actions or reactions.
  A disabled ship's speed becomes 0, and it can't bene�t
  from any bonus to its speed.
  IONIZED
  An ionized starship has disadvantage on attack rolls and
  ability checks.
  INVISIBLE
  An invisible starship is impossible to see without the aid
  of powers or a special sense. For the purpose of hiding,
  the starship is heavily obscured. The starship's location
  can be detected by any noise it makes or any tracks it
  leaves.
  Attack rolls against the creature have disadvantage, and
  the creature's attack rolls have advantage.
  SHOCKED
  A shocked starship's speed is reduced by half.
  The starship can't take reactions.
  STALLED
  A stalled ship is disabled (see the condition).
  Any active features controlled by the ship, such as a
  Tractor Beam or Gravity Well Projector, automatically
  end.
  The ship automatically fails Strength and Dexterity
  saving throws.
  Attack rolls against the ship have advantage.
  STUNNED
  A stunned ship's speed becomes 0, and it can't bene�t
  from any bonus to its speed.
  The ship automatically fails Strength and Dexterity
  saving throws.
  Attack rolls against the ship have advantage.
  SYSTEM DAMAGE
  Some special abilities, or when certain conditions are
  met, cause a ship to sustain a special condition called
  system damage. such as and the long-term e�ects of
  freezing or scorching temperatures, can lead to a
  special condition called system damage. System
  damage is measured in six levels. An e�ect can give a
  starship one or more levels of system damage, as
  speci�ed in the e�ect's description.
  Level
  Level E�ect
  E�ect
  1
  Disadvantage on ability checks
  2
  Flying speed halved and turning speed doubled
  3
  Disadvantage on attack rolls and saving throws
  4
  Hit point maximum, shield point maximum, and shield
  regeneration rate halved
  5
  Ship becomes permanently "used" (see the condition)
  6
  Ship su�ers catastrophic power failure. All primary
  systems fail.
  If a ship with system damage su�ers another e�ect
  that causes system damage, its current level of system
  damage increases by the amount speci�ed in the
  e�ect's description.
  A ship su�ers the e�ect of its current level of system
  damage as well as all lower levels. For example, a ship
  su�ering level 2 system damage has its �ying speed
  halved, turning speed doubled, and has disadvantage
  on ability checks.
  An e�ect that removes system damage reduces its
  level as speci�ed in the e�ect's description, with all
  system damage e�ects (except for "used") ending if a
  ship's system damage level is reduced below 1.
  Finishing maintenance reduces a ship's system
  damage level by 1.
  TRACTORED
  A tractored ship's speed becomes 0, and it can't bene�t
  from any bonus to its speed.
  The condition ends if the tractoring ship is disabled (see
  the condition).
  The condition also ends if an e�ect removes the
  tractored ship from the reach of the tractoring ship or
  e�ect.
  USED
  A used starship's value is reduced by half.
  When crew member on a used starship rolls a 1 on an
  ability check, attack roll, or saving throw, they must
  make a destruction saving throw. If the roll is 10 or
  higher, they succeed. On a failure, your ship su�ers 1
  level of system damage.
  APPENDIX A | CONDITIONS
  88
  
  THIS PAGE LEFT INTENTIONALLY BLANK
  For Explanation of Sample Starship Statistics
  APPENDIX B | STARSHIP STATISTICS
  89
  
  THIS PAGE LEFT INTENTIONALLY BLANK
  For a Sample of a Tiny Starship
  APPENDIX B | STARSHIP STATISTICS
  90
  
  THIS PAGE LEFT INTENTIONALLY BLANK
  For a Sample of a Small Starship
  APPENDIX B | STARSHIP STATISTICS
  91
  
  THIS PAGE LEFT INTENTIONALLY BLANK
  For a Sample of a Medium Starship
  APPENDIX B | STARSHIP STATISTICS
  92
  
  THIS PAGE LEFT INTENTIONALLY BLANK
  For a Sample of a Large Starship
  APPENDIX B | STARSHIP STATISTICS
  93
  
  THIS PAGE LEFT INTENTIONALLY BLANK
  For a Sample of a Huge Starship
  APPENDIX B | STARSHIP STATISTICS
  94
  
  THIS PAGE LEFT INTENTIONALLY BLANK
  For a Sample of a Gargantuan Starship
  APPENDIX B | STARSHIP STATISTICS
  95
  
  CHANGELOG
  5/14/2019
  AFFECTED PAGES
  19, 23-4, 26, 28, 30, 32, 35, 52, 55, 58, 61
  CHAPTER 3
  Adjusted the ability score maximums for ships,
  determined by their size.
  CHAPTER 4
  Added clari�cation for what happens when you cap out
  an ability score.
  Added rules for removing a ship's tier.
  AND, AS ALWAYS
  Minor text �xes.
  CHANGELOG
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Star Wars 5e/Starships of the Galaxy - 20190514.pdf