TEXT:  
   
   
   
   
   
   
   
   
   
   
  unofficial Dungeons and dragons 
  Fifth edition Conversion 
   
  starships expansion 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Version 1.0 
   
   
  This homebrew supplement is not sanctioned by or affiliated with 
  Lucasfilm, wizards of the coast, or any other 
  Rights-holding company or entity 
  
  Table of contents 
   
  NEW SPECIES   
   
   
   
   
  Pg. 2  
  SPECIALIST ARCHETYPE: SLICER 
   
  Pg. 8 
  NEW FEATS  
   
   
   
   
   
  Pg. 9  
  NEW VEHICLE INFORMATION  
   
  Pg. 10  
  STARSHIP CODEX 
   
   
   
   
  Pg. 24 
  BESTIARY  
   
   
   
   
   
  Pg. 39 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 1 -
  
  NEW Species
  As travelers throughout the Star Wars galaxy are well aware, 
  space is a very diverse place. From busy spaceports to wretched 
  hives of scum and villainy, there is no shortage of new and alien 
  beings to encounter. 
   
  BITH  
   
   
   
   
   
   
  Bith have been part of the Galactic 
  Republic for thousands of years. 
  Intellectually advanced humanoids, 
  Bith have oversized brains evolved to 
  handle abstract skills such as language, 
  mathematics, music, and scientific 
  analysis. Music, in fact, is a vital and 
  revered pursuit in Bith society. Bith musicians are relatively 
  common (and welcome) and can be found playing in 
  extravagant opera houses, seedy cantinas, and everything in 
  between.  
       Ability Score Increase. Your Intelligence score increases by 2, 
  and Charisma increases by 1. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. 
       Languages. You know Basic, Bith, and two other languages of 
  your choice. 
       Evolved Intellect. You gain proficiency in Performance and 
  one Intelligence-based skill of your choice. 
       Scent. You can track creatures with the Wisdom (Survival) 
  skill using your sense of smell, and any Wisdom (Perception) 
  checks you make using smell have Advantage.  
       Trance. Bith do not need to sleep. Instead, they meditate 
  deeply, remaining semiconscious for 4 hours a day. After resting 
  in this way, you gain the same benefit that a human does from 
  8 hours of sleep. 
   
  CHISS  
   
   
   
   
   
   
  Originating on the cold world of Csilla 
  in the Unknown Regions, the Chiss are 
  largely unknown themselves to the 
  greater galactic community. As such 
  they remain enigmatic, secretive, and 
  xenophobic. Their origins are a 
  mystery even to the Chiss themselves, 
  though some believe they are descended from an isolated 
  human colony now lost to time. The Chiss are technologically 
  advanced, keenly interested in art and science, and skilled at 
  mathematics. Though logical in their mindset, they are also 
  appreciative of philosophy and interested in other cultures. 
       Ability Score Increase. Your Intelligence score increases by 2, 
  and Constitution increases by 1. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. 
       Languages. You know Cheunh. Unless you have bonus 
  languages from a background or other means, you neither 
  speak nor understand Basic. 
        Bonus Skill. You are proficient in one skill of your choice. 
        Superior Low-Light Vision. You can see twice as far as a 
  human in starlight, moonlight, artificial light and other 
  conditions of poor illumination, and you retain the ability 
  to distinguish color and detail under these conditions. 
   
  FALLEEN 
   
   
   
   
   
   
  Of all the species to populate the 
  galaxy, none are better known for 
  their intoxicating appearance than 
  the Falleen. An exotic reptilian 
  people, they are favored for their 
  chiseled physiques and entrancing 
  features. These qualities along 
  would solidify their place among 
  the more handsome species, but their pheromones make them 
  irresistible to other species.  
       Ability Score Increase. Your Charisma score increases by 2, 
  and Strength increases by 1. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet.  
       Languages. You know Basic and Falleen. 
        Hold Breath. You can hold your breath for a number of 
  minutes equal to ten times your Constitution modifier 
  (minimum of 5 minutes) before suffocating. 
        Pheromones. You have advantage on any Charisma-based 
  skill check you make, as long as the target is within 30 feet. In 
  addition, when a creature within range makes a Charisma-
  based skill check against you, you can use your reaction to 
  cause them to make their check at disadvantage. 
       Pheromones function as an inhaled poison. Any creature that 
  is holding its breath, immune to poison, or another Falleen, is 
  immune to this effect. 
   
   
   
   
   
   
   
  - 2 -
  
  GOTAL 
   
   
   
   
   
   
  Gotls are tall being covered in thick fur 
  that come from the moon Antar 4, one 
  of several that orbit the gas giant Antar 
  in the Pindaar System. The moon has a 
  highly unusual cycle of light and dark, 
  sometimes illuminated brightly and 
  other times shrouded in complete 
  darkness. To compensate for these 
  uncertain conditions, Gotals evolved specials cones atop their 
  heads that sense subtle shifts in the electromagnetic field, 
  allowing them to operate in light or dark without hindrance. 
  The cones are sensitive enough to sense not only the presence 
  of living creatures nearby but also a creature’s mood or intent.           
       Ability Score Increase. Your increase any two ability scores 
  of your choice by 1. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. 
       Energy Reading. You are proficient in Insight. You also have 
  advantage on Wisdom (Insight) checks to determine a 
  creature’s emotional state if it is within 30 feet of you. 
       Sensor Cones. As an action you can sense your surroundings 
  in a 30 foot radius. Creatures that attack you within this radius 
  and before the start of your next turn have disadvantage on 
  their attack roll. 
      Superior Low-Light Vision: You can see twice as far as a 
  human in starlight, moonlight, artificial light and other 
  conditions of poor illumination, and you retain the ability 
  to distinguish color and detail under these conditions. 
   
   
  HERGLIC 
   
   
   
   
   
  Herglics are hulking bipeds that 
  evolved from water-dwelling 
  mammals on the planet Giju. Their 
  ancestors’ fins and flukes have been 
  replaced by arms and legs, although 
  Herglics still breathe through 
  blowholes on the tops of their heads. 
  Herglics are honorable and upright, 
  yet risk-takers and thrill-seekers. 
  They love meeting new being and experiencing the sights and 
  sounds of new places. 
       Ability Score Increase. Your Strength score increases by 2, 
  and Charisma increases by 1. 
       Size. Herglics stand between 7 to 8 feet tall and weigh 
  between 300 to 450 lbs. Your size is Large. 
       Speed. Your base walking speed is 30 feet. 
       Languages. You know Basic and Herglic. 
       Sturdy. You are solidly built and literally have tough skin. 
  When you take damage, you can use your reaction to roll a d12. 
  Add your Constitution modifier to the number rolled, and 
  reduce the damage by that total. After you use this trait, you 
  can’t use it again until you finish a short or long rest.  
       Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you 
  can push, drag, or lift. 
       Talker. You are proficient in Persuasion. 
   
   
  JAWA  
   
   
   
   
   
   
  Jawas are short humanoids native to 
  Tatooine. The Jawas have a poor 
  reputation and are regarded as 
  thieves at best, vermin at worst. Their 
  off-putting nature is made worse by 
  the sour smell that clings to them and 
  their inexplicable and nonsensical 
  language. Jawas survive by scavenging lost technology in 
  the desert wastes. “Lost” for Jawas ambiguous; they are 
  likely to snatch up anything that isn’t bolted down. 
       Ability Score Increase. Your Dexterity score increases by 2 
  and your Intelligence score increases by 1. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 25 feet. 
       Languages. You know Basic, Jawa, and a shorthand version of 
  their native language known as Jawa Trade – which is far easier 
  for outsiders to learn. 
       Bonus Skill. You are proficient in Mechanics. 
       Darkvision: You have superior vision in dark and dim 
  conditions. You can see in dim light within 60 feet of you as if it 
  were bright light, and in darkness as if it were dim light. You 
  can’t discern color in darkness, only shades of gray. 
       Desert Dweller. You have advantage on Wisdom (Survival) 
  checks made in a desert environment. You’re also naturally 
  adapted to hot and arid climates, as described in Chapter 5 of 
  the Dungeon Master’s Guide. 
       Scavenger. Whenever you deal ion damage to a droid or 
  vehicle, you can add your proficiency bonus to the damage. 
   
   
   
   
   
   
   
  - 3 -
  
  NEIMODIAN  
   
   
   
   
   
  Neimodians descend from a group of 
  Duros colonists that, during the earliest 
  perior of their species’ exploration of 
  space, ventured far beyond the edge of 
  regions considered possible to settle. 
  The Neimodians quickly found a place 
  in galactic civilization, trading with 
  anyone – regardless of ethics or political affiliation. For several 
  centuries they were among the leading forces behind the 
  construction of new starports and the upgrade of existing ones.     
       Ability Score Increase. Your Charisma and Wisdom ability 
  scores increase by 2. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 25 feet. 
       Languages. You know Basic, Durese, and Neimodian. 
       Parlay. You have a knack for talking your way out of 
  dangerous situations. When you are attacked by a creature 
  within 30 feet of you that can see and hear you, you can use 
  your reaction to impose disadvantage on the attack roll, the 
  attacker to cancel the attack before it hits or misses. An 
  attacker that can’t be charmed is immune to this feature. 
       You can use this feature a number of times equal to your 
  Charisma modifier (a minimum of once). You regain all 
  expended uses when you finish a long rest. 
       Smooth Talker. You are proficient in Deception and 
  Persuasion. 
       Wealthy. When you start play, double the starting credits 
  you would normally begin with for your class. If you choose to 
  begin with the class starter equipment, instead add the normal 
  amount of starting credits in addition to your equipment. 
   
  TOYDARIAN  
   
   
   
   
   
  Toydarians are small, winged 
  aliens from the planet Toydaria. 
  They are known as shrewd 
  merchants and able con artists, 
  even though many lead 
  reputable lives. Because their 
  homeworld is located in Hutt 
  Space, many Toydarians who 
  leave Toydaria find themselves 
  either employed or indentured 
  to Hutt criminal interests. Toydarians easily resist mind-
  affecting Force powers and are even more resistant to such 
  abilities than their Hutt overlords. 
       Ability Score Increase. Your Wisdom score increases by 2, 
  and your Charisma increases by 1. 
       Size. Toydarians stand about 2-3 feet tall when grounded, 
  weighing around 50-60 lbs. Your size is small. 
       Speed. Your base walking speed is 20 feet. You also have a 
  natural fly speed of 30 feet. You can hover in place, but cannot 
  fly any higher than 10 feet. 
       Languages. You know Basic, Huttese, and Toydarian. 
       Force Resistance. You have advantage on any ability saves 
  made to resist Force powers. In addition, if you are under the 
  effects of a Force power you can reroll your save every round – 
  even if the Force power doesn’t normally allow it. 
       Natural Liar. You are proficient Deception, and you have 
  advantage on Deception checks. 
        
  UMBARAN  
   
   
   
   
   
  The Umbarans hail from a hard-to-reach 
  world deep within the Outer Rom’s 
  Ghost Nebula. Although they have been 
  part of galactic civilization for millennia, 
  very few Umbarans have left their home 
  system, and even fiew have risen to 
  positions of power and fame in the 
  galaxy. Umbarans are interested in alien cultures and 
  civilizations, but they prefer to observe from a distance rather 
  than take an active role in events.  
       Ability Score Increase. Your Constitution score increases by 2 
  and your Strength score increases by 1.  
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. Your base swim 
  speed is 20 feet. 
       Languages. You know Basic and Umbarese. 
       Improved Darkvision. Hailing from a planet of near total 
  darkness, you have superior vision in dark and dim conditions. 
  You can see in dim light within 120 feet of you as if it were 
  bright light, and in darkness as if it were dim light. You can’t 
  discern color in darkness, only shades of gray. 
       Stealthy. You are proficient in Stealth, and you have 
  advantage on Stealth checks. 
       Sunlight Sensitivity: You have disadvantage on attack rolls 
  and on Wisdom (Perception) checks that rely on sight when 
  you, the target of your attack, or whatever you are trying to 
  perceive is in direct sunlight. 
   
   
   
   
   
   
   
   
   
   
   
  - 4 -
  
  WEEQUAY  
   
   
   
   
   
  The Weequay are well-known 
  throughout the galaxy for their violent 
  tendencies and lack of individuality. 
  Deeply spiritual, they worship a broad 
  pantheon of deities, the most senior of 
  which is known as Quay. Zealous 
  Weequay perform ritual sacrifices in 
  Quay’s honor, at times resorting to murder. Such incidents have 
  done little to dispel their violent reputation. 
       Ability Score Increase. Your Constitution score increases by 2 
  and your Charisma score increases by 1. 
       Size. Your size is Medium. 
       Speed. Your base walking speed is 30 feet. Your base swim 
  speed is 20 feet. 
       Languages. You know Basic and Sriluurian. You can also 
  communicate with other Weequay using pheromones.  
       Endurance. You have advantage on Constitution saves. 
       Natural Armor. Your Armor Class is 11 + your Dexterity 
  modifier when you are wearing no armor. 
       Pheromones: You can exude pheromones to silently 
  communicate with other members of your species up to 120 
  feet away. Creatures with the scent ability can detect your 
  pheromones by smell, but this does not allow them to 
  understand what you are communicating 
   
   
   
   
   
   
   
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  - 5 -
  
  Specialist archetype: slicer
  The following archetype is an addition and supplement to the 
  Specialist class, found in the first Star Wars 5e Conversion. 
   
   
  SLICER 
   
   
   
   
   
   
  Wherever there is technology, there will be those trained to 
  subvert it. Slicers are masters of hacking computers, recovering 
  hidden documents, bypassing security, and even turning 
  electronic systems against their former operators. They are 
  swift ghosts in the machine, disappearing once their 
  technological mission is accomplished. 
   
  KNACK: COMPUTER MASTERY  
  When you choose this archetype at 1st level, you improve on 
  your ability to wrest control of computer systems away from 
  enemies. When you make an Intelligence (Mechanics) check to 
  access a computer system, add a 1d6 to your roll. Likewise, if 
  you make an opposed Intelligence (Mechanics) check in which a 
  creature is attempting to regain or take control from you, add 
  the same. The amount you add increases as you take more 
  levels in this class, as listed in the Knack column of the Specialist 
  Table.  
   
  HOTWIRE  
  Starting at 3rd level, you hack a computer or electronics system 
  without requiring a tool kit. If you happen to have a tool kit, you 
  have advantage on any Intelligence (Mechanics) checks you 
  make while using it.  
   
  BLACKOUT  
  Starting at 9th level, can completely shut down electronic 
  systems and networks. You can make a DC 15 Intelligence 
  (Mechanics) check as an Action when physically adjacent or 
  connected to a computer terminal. On a success, the terminal 
  and any electronic computer systems directly connected to it 
  become inactive and shut down. This includes lights, doors, 
  security systems, and networked computers. This shutdown 
  lasts for 1 minute per Specialist level you possess, despite any 
  attempts to restore it by anyone but you. 
        You can attempt to use this feature a number of times equal 
  to your Intelligence modifier – whether you succeed or not. You 
  regain all uses of this feature when you take a long rest. 
   
  HOLONET SPECTRE  
  At 13th level, you become a virtual ghost. When accessing a 
  computer system, you only alert opposing forces to your 
  attempts if you happen to roll a Natural 1 on an Intelligence 
  (Mechanics) check. Otherwise you are undetectable unless 
  someone physically sees you. 
         Furthermore, any computer that has access to the Holonet 
  is considered “connected” to you when using the Blackout 
  feature. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 6 -
  
  NEW FEATS 
  Several new feats can be added to the Dungeons & Dragons 5th Edition base list, functionally the same as core feats. 
   
  FORCE CRUSH 
   
    
   
   
   
   
   
   
   
   
   
   
   
  Prerequisite: Charisma 13 or higher, ability to cast at least 1 Force power 
  The Dark Side is strong in you, granting you power at the potential cost of your soul. You gain the following benefits: 
  • Increase your Charisma score by 1, to a maximum of 20. 
  • When you affect a creature with a power that requires concentration, such as hold person or suggestion, you can choose to deal 
  an amount of force damage every round in which the creature is affected. This does not apply if the power already deals damage. If 
  the creature dies as a result of this damage, you gain 1 Dark Side Point. 
  • When you cast a Force power that deals damage to an object, you can deal maximum damage with that power. 
   
  FORCE SENSITIVE   
   
   
   
   
   
   
   
   
   
   
   
   
  Prerequisite: Wisdom 13 or higher 
  You have an innate connection to the Force, able to use it in several ways even without being trained. You gain the following 
  benefits: 
  • You can make a Wisdom (Force) or Charisma (Force) check instead of Perception to detect nearby creatures. If they are proficient 
  in either Force skill, you have advantage on the check. 
  • As an action, you can instantly pull an unattended item weight less than 5 lbs into your hand from up to 30 feet away. 
  • You automatically sense when a loved one or close contact is in danger, as determined by your DM, regardless of distance. 
   
  SPACER 
    
   
   
   
   
   
   
   
   
   
   
   
   
   
  You have lived and worked aboard starships for as long as you can remember. You gain the following benefits: 
  • You do not suffer disadvantage on attack rolls or Dexterity saves when in zero-gravity. 
  • You can use your Intelligence modifier instead of Dexterity when attack with starship weapons. 
  • Your base speed increases by 10 while aboard a starship. 
   
   
  STARSHIP DESIGNER  
   
   
   
   
   
   
   
   
   
   
   
   
  You have learned to push the limits of starship technology, creating unique effects. You gain the following benefits: 
  • Increase your Intelligence score by 1, to a maximum of 20. 
  • When you are the pilot or copilot of a starship with a hyperspace drive, you consider the drive one class better. 
  • When you personally oversee the installation of ship systems, the installation takes half the time and 1 emplacement point less 
  (minimum 1 emplacement point). 
  • When you are the copilot of a starship, you can use your reaction to grant the pilot or any ship gunner advantage on an attack roll 
  against another ship. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 7 -
  
  NEW vehicle information
  There is certainly no shortage of vehicles to be found in the Star 
  Wars galaxy, whether streaking through the stars or stomping 
  through forests. While the list could constitute its own 
  encyclopedia, the following information adds many more 
  options to those found in the first Star Wars 5th Edition 
  Conversion supplement. Though the statistics were defined in 
  the first book, they are repeated here for convenient reference. 
   
    Armor Class. The Armor Class of the vehicle is mechanically 
  the same as armor worn by heroes, in regards to attacks made 
  against them. Unless the pilot of the vehicle has traits that say 
  otherwise, there are no modifiers such as Dexterity added to 
  the AC. 
    Shields. Functionally, shields are extra hit points before attacks 
  hit the vehicle itself. Whenever the vehicle takes damage, the 
  shield takes the damage instead. If this damage reduces the 
  shield to 0 hit points, the vehicle takes any remaining damage. 
  Once reduced to 0 hit points, shields are considered inert unless 
  restored. Otherwise, shields return to full capacity following a 
  short rest.  
    Hit Points. Every vehicle as a finite amount of damage it can 
  take. Once it reaches 0 hit points, the vehicle is destroyed. All 
  creatures within the vehicle are automatically reduced to 0 hit 
  points and Dying. If they manage to make their Death Saves, 
  they suffer 1 level of exhaustion every round thereafter.  
    Speed. Vehicle speed is represented by squares. Land vehicles 
  move at the same ratio as characters, with one square 
  representing 5 feet of movement. Air and space vehicles, 
  however, cover far greater and more abstract distances. These 
  squares are not adaptable to character distances, and are 
  considered their own scale without representing a specific unit 
  of measurement. 
    Gunners. Regardless of how many types of weapons are 
  aboard a vehicle, they need gunners to fire them. The pilot is 
  always considered Gunner #1. Any numbers of 2 or higher 
  represent weapons that can be manned by co-pilots, turret 
  operators, or the like. For example, the YT-1300 has one 
  weapon type listed, but 2 gunners. Either pilot or one other 
  gunner could fire the primary weapon, if they chose to. 
   Weapon 1. This is the primary weapon of the vehicle (if any). 
   Weapon 2. This is the secondary weapon of the vehicle (if any). 
    Crew. The crew represents the minimum number of characters 
  requires to operate the vehicle under normal circumstances. 
  The pilot is always considered Crew #1. Vehicles with an asterix 
  (*) in this column indicate the addition is a droid only, generally 
  an astromech droid. 
    Passengers. This column lists the capacity for characters 
  besides the pilot and crew, or “nonessential personnel.” This 
  includes travelers, medical staff, or other transported units. 
    Cost. While some vehicles may be difficult or nearly impossible 
  to acquire, depending on the setting or militaristic nature of the 
  vehicle, the cost is a general estimate in credits what one could 
  feasibly expect to pay in appropriate situations. 
   
  SHIP SIZE 
   
    
   
   
   
   
   
  Because starships are used on a different scale than normal, 
  their size in squares is represented by their individual sizes. A 
  Starfighter, for example, is considered Medium – though on a 
  personal scale it would easily be 30 x 30 feet or more. On 
  starship scale, however, it is a single 1 x 1 square unit. Large 
  ships are 2 x 2 squares, and so on. 
   
  COST MODIFIERS  
   
   
    
   
   
  It costs more to build a hyperdrive that can move a capital-class 
  ship than one for a starfighter. Bigger starships are simply 
  costlier to improve or modifier. Thus, each size of starship has a 
  cost modifier, which is applied to the base cost of starship 
  systems added to starships of that size. For examp le, 
  regenerating shields have a base cost of 5,000 credits.  
  When added to a Colossal ship, this price is multiplied by the 
  ship's cost modifier of x5, for a final cost of 25,000 credits. If 
  added to a Colossal (cruiser) starship, the modifier is x500, for a 
  final cost of 2,500,000 credits. 
   
  COST MODIFIERS 
  STARSHIP SIZE 
  COST MODIFIER 
  Colossal (Station) 
  x 5000 
  Colossal 
  x 500 
  Gargantuan 
  x 50 
  Huge 
  x 5 
  Large 
  x 2 
  Medium 
  x 1 
   
  A NOTE ON COSTS  
  All costs given in this book are, by necessity, approximate. The 
  Star Wars galaxy is a vast market, and it's impossible to create a 
  system that realistically represents the thousands of factors 
  that could affect a major purchase's final cost. As a result, the  
  DM should feel free to modify these prices up or down as much 
  as necessary to suit the plot of an adventure, the storyline of a 
  campaign, or even personal preference. 
  - 8 -
  
  EMPLACEMENT POINTS  
   
   
   
   You must meet certain size, bracing, and power requirements 
  before adding a system to a starship. Often, it simply isn't 
  practical to add numerous new systems to an existing starship. 
  Emplacement points represent the numerous factors that 
  combine to limit how many systems a single starship can have. 
       Each modification or new system has a rating in 
  emplacement points to represent the effort required to add 
  that feature to an existing starship. The more emplacement 
  points a modification requires, the greater its demand in terms 
  of room, bracing, power, and integration with other systems. 
       If you lack the emplacement points to support a system, you 
  can still install it; however, more time and credits are needed to 
  add the subsystems that enable your new systems to function. 
  For every emplacement point you lack for a system, add 2 days 
  to the base installation time, 5 to the Intelligence (Mechanics) 
  check DC to install it, and 20% to the system cost. Additionally, 
  any starships that have modifications installed in this manner 
  are automatically considered "used" (and therefore their resale 
  value is severely diminished) and any systems added without 
  sufficient emplacement points are damaged beyond repair if 
  the starship is disabled. This represents the harder work of 
  finding ways to route power to your system, squeeze th rough 
  already jammed conduits, and overcome the limitations of your 
  overstuffed starship. Additionally, DMs should feel free to rule 
  that some modifications cannot be installed without sufficient 
  emplacement points, such as passenger conversions when no 
  cargo space is available.  
   
  GAINING EMPLACEMENT POINTS 
   A ship can gain additional emplacement points in one of three 
  ways. Existing systems can be removed, making their 
  emplacement points available for new systems. Thus, if a 
  smuggler decides he needs a quad laser more than he needs 
  maneuvering jets, he can remove the jets and gain the 
  emplacement points needed to install a quad laser. Removing 
  systems in this way takes half as long as installing them would 
  take and involves no associated cost. In fact, the old system can 
  normally be sold for 1/4 of its original value (assuming it's in 
  good working condition and you can find a buyer). 
       Alternatively, a starship can give up cargo capacity to gain 
  more emplacement points (a favorite tactic among pirate and 
  Rebel engineers). The freed space makes it much easier to 
  reroute power lines, add small power generators, and securely 
  lock new systems into the ship's superstructure. It takes a 
  number of tons of cargo capacity equal to a starship's cost 
  modifier to equal 1 emplacement point. For example, to gain an 
  additional 4 emplacement points for a Corellian Corvette, you 
  must sacrifice 200 tons of cargo capacity: 1 ton x 50 for a 
  Gargantuan starship for each point.  
       Finally, a starship of Huge or larger size can gain 
  emplacement points by removing escape pods, gaining 1 
  emplacement point per 10% of the escape pods removed. 
  However, doing this is illegal on anything other than a military 
  starship, and it takes only a DC 10 Wisdom (Perception) check 
  to notice. A first offense might lead to a fine of 1,000 credits, a 
  second 5,000 credits, and a third offense results in the ship 
  being impounded and the captain's accredited license being 
  revoked. A decent bribe and a Charisma (Persuasion) check 
  might avoid this unpleasantness, however, particularly in a 
  seedy spaceport on a backwater plane - and some such 
  spaceports don't bother with safety inspections in any event. 
   
  UNUSED EMPLACEMENT POINTS 
  Any off-the-rack starship has some unused capacity, allowing 
  some modifications to be made more easily.  A standard, un 
  modified starship design generally has 1 unspent emplacement 
  point.  In some cases, this capacity is later used for a "standard" 
  upgrade. For example, an unmodified V- 19 Torrent has 1 
  unspent emplacement point, but it became standard practice to 
  use this to install a hyperdrive generator in later models of the 
  starfighter. 
       Some stock ships are renowne d for being easily modified. In 
  part, this is the result of extra attachment points, power 
  outlets, access hatches, and unused carrying capacity left over 
  after the ship's core systems are installed. Such ships have even 
  more unused emplacement points, allowing multiple systems to 
  be added without removing anything or dealing with additional 
  expenses. (Stock starships designed by the Corellian 
  Engineering Corporation have 5 unused emplacement points 
  unless otherwise specified.) Common ship stocks and their 
  unused emplacement points are listed in the table below. 
   
  UNUSED EMPLACEMENT POINTS 
  STOCK SHIP              UNUSED POINTS 
   
  STOCK SHIP            UNUSED POINTS 
  Action  IV transport 
  3 
   
  Firespray-31    
  3 
  Baudo-class star yacht   
  2 
   
  Ghtroc-720 
  3 
  Blockade runner 
  5 
   
  J-Ty pe transports 
  2 
  Citadel cruiser 
  3 
   
  Republic cruiser   
  5 
  CloakShape fighter   
  2 
   
  SoroSuub patrol fighter 
  3 
  Corellian gunship   
  5 
   
  Star Galleon-class frigate 
  4 
  Dreadnaught 
  3 
   
  YT-series     
  10 
  Dynamic-class freighter 
  6 
   
   
   
   
  NONSTANDARD MODIFICATIONS  
  Rare or nonstandard system modifications (including those 
  deemed by the DM to be ill suited for installation on a given 
  ship) require substantially more effort to install, doubling the 
  number of emplacement points required and multiplying the 
  cost by 5. A modification is nonstandard if the starship does not 
  have any similar system in its stock version.   
       For example, adding a hyperdrive, shields, or a passenger 
  compartment to a TIE fighter would be nonstandard, but adding 
  - 9 -
  
  new laser cannons (or replacing its existing laser cannons) 
  would not.  
       The DM is the final arbiter of what systems are sufficiently 
  dissimilar to qualify as nonstandard, and particularly unusual 
  combinations may be forbidden altogether. 
   
  INSTALLATION 
  Installing a new system, or modifying an old one, is normally a 
  matter of work force, Time, and a Mechanics check.  This 
  assumes the starship in which you are installing the system is 
  otherwise fully functional, the system to be installed is freely 
  available, and you have the tools and space needed.        
       Frequently, a given modification might be possible only if the 
  heroes get hold of the system directly, such as stealing a shield 
  generator from a Trade Federation shipyard, recovering moth 
  balled fighters from an old Imperial supply depot, or trading 
  rare spices to a Hutt crime lord for the last known example of a 
  particular hyperdrive component. Whenever possible, a DM 
  should make modifying the heroes' starship as much an 
  adventure as a design issue.  
   
  INSTALLATION WORK FORCE  
  The bigger a ship, the more people it takes to make 
  modifications.  For ships of Medium size or smaller, a single 
  person can do everything necessary (though it's often much 
  easier with help). For larger ship s, the minimum work force is 
  also larger:  Huge, 5; Gargantuan, 10; Colossal (cruiser), 20; and 
  Colossal (station), 50. The minimum work force can make a 
  modification or add a new system in the normal installation 
  time (see below).  It isn't practical for a smaller workforce to 
  make changes to such big ships, regardless of how much time 
  the workers have. If your work force is bigger than your 
  minimum, the installation can go faster, but the maximum work 
  force that can be used on any given installation is 10 x the 
  minimum work force for the ship 's size.  
   
  INSTALLATION TIME  
  The base time needed to add a modification or system is 
  calculated as follows: 
   
  time (in days)  =  (emplacement  points) 
  x (ship's cost modifier) / (number of workers) 
   
  In many cases, a new system can be added to a starfighter with 
  just a single day of work. This is possible because many systems 
  are modular, allowing different hyperdrives, weapons, and 
  computer systems to be easily removed and new ones slotted 
  in. Even something like reinforced bulkheads represents a 
  predesigned kit of clamps and brackets that bolt on to existing   
  hull plating. Still, some installations take large amounts of time 
  unless a huge work force can be brought to the project. 
   
  INSTALLATION CHECKS 
  Proper installation requires a Mechanics check at the end of the 
  installation time. The base DC for such a check is 15, + 1 for 
  each point of emplacement a system or modification uses.  
       If the check fails by less than 5, the installation is a partial 
  failure. You can choose to complete the installation in twice the 
  time and for twice the cost, or start over again (or even 
  abandon the attempt altogether). 
  .    A check that fails by 10 or more is a total failure.  All the time 
  and money spent is wasted, and you must start over from the 
  beginning.  
   
  STARSHIP SYSTEMS  
  A starship's systems can be upgraded, replaced, and modified 
  many times throughout the ship's operational lifetime. A 
  starship system falls into one of four categories: movement, 
  defense, offense, or accessories. Each system has a number of 
  factors that affect its cost and availability, detailed in the table 
  that accompanies each section.  
       Emplacement Points: This value is the number of 
  emplacement points required to install the system in a starship 
  without incurring an additional cost or time delay. 
       Availability: Some starship accessories have limited 
  availability or are strictly regulated. A system that is normally 
  available without restriction is categorized as common.  
       Size Restriction:  Some systems can be placed only in 
  starships of a certain size.  Systems are normally limited to ships 
  of a given size or larger, and some systems can function only in 
  smaller ships. 
       Cost: Sometimes a starship accessory has a flat cost or 
  weight. Often the cost is determined by multiplying a base 
  number by the starship's cost factor, which is determined by its 
  size. If a cost is given as "base," you must multiply it by the cost 
  modifier for the starship's size. If the cost is just given as a 
  number of credits, the cost is the same no matter what size 
  starship you add the system to. 
   
  MOVEMENT SYSTEMS  
  Starship movement falls into three basic categories – 
  atmospheric, space, and hyperspace.  A starship might be 
  described as "fast" if it has an advanced hyperdrive, yet still be 
  relatively slow at starship-scale movement. Movement systems 
  are extremely popular modifications for pirates, smugglers, and 
  - to a lesser degree - military designers. 
   
   
   
  - 10 -
  
  Atmospheric Thrusters 
  Atmospheric thrusters increase a starship's speed when the 
  ship is flying in the atmosphere of a planet. Any starship able to 
  operate in an atmosphere has some engine system designed for 
  air flight, normally a combination of repulsorlifts and ion 
  engines. Atmospheric thrusters are an augmentation of these 
  basic systems, designed to make the starship more competitive 
  with a dedicated airspeeder. 
       Atmospheric thrusters allow a pilot to maneuver at starship 
  scale in a planetary atmosphere. Otherwise the ship is 
  considered to be inoperable in the atmosphere, other than 
  flying in a straight line until it reaches the exosphere. 
   
  Combat Thrusters 
  Often used by smugglers, bounty hunters, and blockade 
  runners, combat thrusters are modifications to a space 
  transport's existing engines and maneuvering thrusters that 
  allow the ship to engage in space combat as though it were a 
  starfighter. A pilot flying a ship with combat thrusters can, as a 
  reaction, impose disadvantage on attack rolls when targeted by 
  a ship of two sizes larger or more. 
       Combat thrusters are only available for ships of Huge size or 
  smaller. 
   
  Hyperdrives 
  The hyperdrive is the most important piece of technology in the 
  known galaxy. Modern civilization was driven by the realization 
  of fast and reliable galactic travel thousands of years ago with 
  the advent of the hyperdrive. Hyperdrives are rated by numeric 
  class: The smaller the number, the better the hyperdrive. The 
  best hyperdrive ever created is the cl ass .5. It's not possible to 
  install a class .5 hyperdrive, because no manufacturer creates 
  such a delicate and unreliable piece of equipment. The only way 
  to achieve a hyperdrive of this type is to modify a class .75 
  hyperdrive using the Starship Designer feat. Because of its 
  inherent unreliability, class .5 hyperdrives are illegal under all 
  but the most unusual circumstances. 
       A class .5 hyperdrive is very carefully tuned and delicate, so it 
  tends to malfunction much more often than a standard 
  hyperdrive. It requires eight hours of maintenance per month 
  and a DC 20 Mechanics check to keep one running smoothly.   If 
  the maintenance isn't kept up, or the Mechanics check for 
  doing so fails, anyone attempting a Mechanics check to 
  astrogate does so at disadvantage until the hyperdrive receives 
  proper maintenance. Furthermore, any time you would 
  normally have an astrogation mishap, the hyperdrive is instead 
  disabled until repaired (normally requiring 1 hour of work and a 
  DC 20 Mechanics check). 
       The class 1 hyperdrive is considered the pinnacle of stable 
  hyperdrive technology from the Clone Wars forward.  It is the 
  favored technology of military vessels, but its high cost often 
  results in designers settling for a class 2 or class 3 drive, which 
  were state of the art during most of the Rise of the Empire era.                  
       A hyperdrive of class 4 to clas s 6 is normally either old 
  technology or an aftermarket retrofit crammed in to a vessel 
  not designed to support a hyperdrive. Backup hyperdrives, 
  usually ranging from class 8 to class 15, are often used as 
  emergency systems. Though no one wants to wait a month to 
  arrive someplace when using a class 10 backup hyperdrive, 
  often the alternative is to drift aimlessly in space for centuries. 
       Starfighters: Because of their bulk, hyperdrives are always 
  treated as nonstandard modifications for Starfighters. Some 
  alternatives have been devised to allow Starfighters to travel 
  through hyperspace without installing expensive internal 
  hyperdrives. 
       Hyperdrive Sleds: A hyperdrive sled is bolted onto the 
  exterierior of a Starfighter, such as a CloakShape fighter. The 
  sled costs five times as much as a normal hyperdrive, but it is 
  not considered nonstandard, it requires no emplacement 
  points, and it can be added with 1 hour of work and a DC 15 
  Mechanics check. A sled does interfere with maneuverability, 
  however, so a starfighter imposes disadvantage to its pilot on 
  Dexterity saves and Space Vehicle skill checks while attached to 
  a sled. 
       Hyperdrive Rings: A hyperdrive ring is designed for only 
  occasional or temporary use. A ring costs as much as a normal 
  hyperdrive for a starfighter of a given size, but it is not 
  considered nonstandard and it requires no emplacement 
  points. The pilot of a starfighter must use an Action and m a ke 
  a DC 10 Space Vehicles check to dock with or disconnect from a 
  hyperdrive ring. If the check fails, the docking or undocking was 
  unsuccessful; if it fails by 5 or more, a collision occurs, 
  destroying the hyperspace ring. 
       In addition to requiring docking and undocking, hyperspace 
  rings have some other drawbacks. Like a hyperdrive sled, a 
  hyperdrive ring imposes disadvantage to its pilot on Dexterity 
  saves and Space Vehicle skill checks while attached.  A 
  starfighter can't enter atmosphere or land with a hyperdrive 
  ring attached, so it must be left in orbit - and some pirates and 
  shipjackers enjoy the easy pickings of an unattended target. 
   
  Navicomputer 
  A navicomputer is an astrogation calculator designed to make 
  all the calculations necessary to travel through hyperspace. 
  Most stars hips have navicomputers, but those that lack 
  hyperdrives and some fighters that depend on astromech 
  droids do not. 
       Though extremely expensive, advanced navicomputers exist. 
  These grant advantage on Mechanics checks made for 
  astrogation. Additionally, a character aboard a ship that has a 
  navicomputer need not be proficient in Mehcanics to make use 
  of the astrogate aspect of the skill. 
  - 11 -
  
       Starfighters: Most navicomputers are nonstandard for starfighters - these ships simply don't have the room for the memory core 
  required to store and track the locations of untold billions of celestial objects. Instead, starfighters often have limited navicomputers 
  that store only two jumps' worth of information, enough to get to a destination and return. Some limited navicomputers have a 
  greater memory capacity, but these are rare and more expensive. 
   
  Sublight Accelerator Motor 
  A SubLight Accelerator Motor (SLAM) is an overdrive system designed to draw power from systems not in use to give a stars hip a 
  brief burst of additional speed. A starship equipped with a SLAM system moves three times its base speed during the Dash action, 
  instead of the usual two times. It can also move at full speed during the Disengage action, instead of the usual half speed. 
   
  Sublight Drive 
  A sublight drive is what makes a ship move through space. Though a SubLight Accelerator Motor can enhance a ship's space speed, 
  sometimes a new sublight drive is required to reach such speeds with minimal effort from the pilot. 
       Replacing a ship's sublight drive can be expensive, though, and many ships cannot reach high speeds due to the bulk of their 
  sublght drives. Additionally, only military vessel s are permitted to use incredibly fast ion drives. A sublight drive determines a ship's 
  speed when moving through realspace. 
   
  MOVEMENT SYSTEMS 
   
  SYSTEM 
  EMPLACEMENT POINTS 
  AVAILABILITY 
  SIZE RESTRICTION 
  COST 
  Atmospheric Thruster 
  2 
  Common 
  Huge or smaller 
  2,000 credits base 
  Atmospheric Thruster, Advanced 
  5 
  Common 
  Large or smaller 
  5,000 credits base 
  Combat Thruster 
  1 
  Common 
  Huge 
  2,000 credits base 
  Hyperdrive, Class .75 
  4 
  Military 
  Colossal or smaller 
  5,000 credits base 
  Hyperdrive, Class 1 
  3 
  Licensed 
  Colossal or smaller 
  3,000 credits base 
  Hyperdrive, Class 1.5 
  3 
  Licensed 
  Colossal or smaller 
  2,500 credits base 
  Hyperdrive, Class 2 
  3 
  Common 
  -- 
  2.000 credits base 
  Hyperdrive, Class 3 
  2 
  Common 
  -- 
  1,500 credits base 
  Hyperdrive, Class 4 
  2 
  Common 
  -- 
  1,000 credits base 
  Hyperdrive, Class 5 
  2 
  Common 
  -- 
  500 credits base 
  Hyperdrive, Class 6 
  2 
  Common 
  -- 
  400 credits base 
  Hyperdrive, Class 8 
  1 
  Common 
  -- 
  300 credits base 
  Hyperdrive, Class 10 
  1 
  Common 
  -- 
  200 credits base 
  Hyperdrive, Class 15 
  1 
  Licensed 
  -- 
  100 credits base 
  Navicomputer, Limited 
  0 
  Common 
  -- 
  500 credits 
  Navicomputer 
  1 
  Licensed 
  -- 
  2,000 credits 
  Navicomputer, Advanced 
  2 
  Licensed 
  -- 
  20,000 credits 
  SubLight Accelerator Motor 
  2 
  Military 
  Large or smaller 
  25,000 credits base 
  Sublight Drive (speed 1 square) 
  2 
  Common 
  -- 
  1,000 credits base 
  Sublight Drive (speed 2 squares) 
  3 
  Common 
  -- 
  2,000 credits base 
  Sublight Drive (speed 3 squares) 
  4 
  Licensed 
  Colossal or smaller 
  5,000 credits base 
  Sublight Drive (speed 4 squares) 
  5 
  Restricted 
  Colossal or smaller 
  10,000 credits base 
  Sublight Drive (speed 5 squares) 
  6 
  Military 
  Huge or smaller 
  20,000 credits base 
  Sublight Drive (speed 6 squares) 
  7 
  Military 
  Large or smaller 
  100,000 credits base 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 12 -
  
  DEFENSE SYSTEMS  
  Defense systems include anything that reduces the chance a 
  starship will be destroyed. They are often less regulated than 
  weapon systems, since even the Empire acknowledges that 
  citizens and merchants have a right to avoid suffering at the 
  hands of pirates and rogue planetary defense forces. 
   
  Armor 
  A basic level of armor exists on all starships - it's a necessary 
  part of building a hull strong enough to survive the rigors of 
  space - and armor never has to be completely replaced, just 
  patched up. However, it's possible to add additional armor 
  beyond what's needed to keep a starship intact while traveling 
  through hyperspace, and doing so can boost a ship's chance of 
  making it out of a firefight. Heavier armor is generally obvious, 
  giving a starship a blocky, military appearance. Armor uses the 
  indicated Armor Class for the level of upgrade, instead of the 
  default for the ship. Skilled pilots often prefer ships without 
  heavy armor, since they can use their Dexterity bonus – which 
  may prove more advantageous for less cost. 
   
  Jammers 
  Jammers come in many forms, from small jamming suites used 
  in Medium to Large size ships, to massive jamming arrays 
  carried vessels of Gargantuan size or larger.  
       A sensor jamming system is capable of blinding enemy 
  sensors and fire-control computers, making the starship 
  carrying the jammer a more elusive target. As a Bonus Action a 
  system operator or co-pilot can activate a jammer, affecting all 
  enemy starships within 6 squares (or 10, if an array) of the 
  starship carrying it, regardless of the size of those ships. 
  Maintaining the jammer every round also takes a Bonus Action. 
  Affected ships cannot send or receive communications, and 
  suffer disadvantage on attack rolls against any target. 
       An opposing operator can attempt to overcome the effect of 
  a jammer. Doing this is a Bonus Action and involves a 
  Mechanics skill check opposed by the Mechanics check of the 
  ship with the jammer. On a successful result, the jammed ship 
  takes no penalties from jamming until the start of their next 
  turn. 
   
  Regenerating Shields 
  Because of the importance of shields, many engineers have 
  tried to devise ways to improve their performance. For 
  example, the Mon Calamari install backup shield generators on 
  their warships to keep their defenses strong, while others have 
  added additional power generators or special computers to 
  ensure that shield generators have the most power when they 
  need it. All these systems are essentially ways to have shields 
  regenerate more quickly, even if they work on different 
  principles. 
       If you have regenerating shields, your current shield rating 
  increases by 10 (up to the ship's maximum shield rating) when 
  you recharge the shields as an Action. Normal shields increase 
  their shield rating by only 5 when recharged. 
    
  Reinforced Bulkheads 
  The overall durability of a craft can be increased by reinforcing 
  its internal bulkheads. Reinforced bulkheads of Grade 1 provide 
  resistance to bludgeoning, slashing, and piercing damage. 
  Grade 2 provides resistance to radiant damage in addition to 
  Grade 1 resistances. Grade 3 provides resistance to lightning 
  damage in addition to Grade 1 and 2 resistances. 
   
  Shields 
  Not all starships have deflector shields, and they are an 
  extremely popular addition for those that lack them. However, 
  the energy and space cost of shields is extremely high, and it 
  grows with the size of the craft to be protected; thus, only the 
  largest vessels have enough power and internal space necessary 
  to operate the most powerful shields. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 13 -
  
   
  DEFENSE SYSTEMS  
  SYSTEM 
  EMPLACEMENT POINTS 
  AVAILABILITY 
  SIZE RESTRICTION 
  COST 
  Armor, 12 + Dex Modifier 
  2 
  Licensed 
  -- 
  2,000 credits base 
  Armor, 14 + Dex Modifier 
  5 
  Restricted 
  Huge or larger 
  5,000 credits base 
  Armor, 16 
  10 
  Military 
  Gargantuan or larger 
  10,000 credits base 
  Armor, 18 
  20 
  Military 
  Colossal or larger 
  20,000 credits base 
  Jamming Suite 
  1 
  Common 
  -- 
  5,000 credits base 
  Jamming Array 
  5 
  Common 
  Huge or larger 
  20,000 credits base 
  Regenerating Shields 
  2 
  Restricted 
  -- 
  5.000 credits base 
  Reinforced Bulkheads, Grade 1 
  2 
  Common 
  -- 
  2,000 credits base 
  Reinforced Bulkheads, Grade 2 
  5 
  Licensed 
  -- 
  5,000 credits base 
  Reinforced Bulkheads, Grade 3 
  10 
  Restricted 
  -- 
  10,000 credits base 
  Shields, SR 10 
  1 
  Common 
  -- 
  750 credits base 
  Shields, SR 20 
  1 
  Common 
  Large or larger 
  1,250 credits base 
  Shields, SR 30 
  2 
  Common 
  Large or larger 
  2,000 credits base 
  Shields, SR 40 
  2 
  Common 
  Huge or larger 
  3,000 credits base 
  Shields, SR 50 
  3 
  Common 
  Huge or larger 
  5,000 credits 
  Shields, SR 60 
  3 
  Common 
  Gargantuan or larger 
  8,000 credits 
  Shields, SR 70 
  3 
  Common 
  Gargantuan or larger 
  10,000 credits 
  Shields, SR 80 
  4 
  Common 
  Gargantuan or larger 
  12,500 credits base 
  Shields, SR 90 
  4 
  Common 
  Gargantuan or larger 
  15,000 credits base 
  Shields, SR 100 
  5 
  Common 
  Gargantuan or larger 
  20,000 credits base 
  Shields, SR 125 
  6 
  Common 
  Gargantuan or larger 
  25,000 credits base 
  Shields, SR 150 
  7 
  Common 
  Colossal or larger 
  30,000 credits base 
  Shields, SR 175 
  8 
  Common 
  Colossal or larger 
  40,000 credits base 
  Shields, SR 200 
  10 
  Common 
  Colossal or larger 
  50,000 credits base 
   
   
  WEAPON SYSTEMS 
  Most starships carry a t least one or two weapons, for defense 
  against pirates and asteroids if nothing else. Every weapon is 
  required to have an arms load-out permit, but as long as a 
  civilian ship isn't bristling with proton torpedo launchers, very 
  few officials care to check such things. Similarly, no matter what 
  documentation you have, a vessel outfitted with heavy 
  turbolasers is viewed with suspicion unless it belongs to a well-
  known ally. 
       Several common (and some not-so-common) weapon 
  systems are detailed below. Note that the damage given for 
  these weapons is typical, not absolute, and naming conventions 
  are far from universal. It's impossible to detail every weapon 
  system for every manufacturer throughout every era. These 
  values are representative, and a DM is free to modify them as 
  he desires. 
   
  Autoblaster 
  Blaster cannons can be designed with a higher cyclic firing rate 
  so long as they have sufficient cooling systems to keep the firing 
  elements from overheating. Only single - mounted blasters are 
  generally made into autoblasters, however. 
   
  Blaster Cannons 
  Blasters are more commonly found on airspeeders and ground 
  vehicles than on starships, but they are frequently mounted on 
  starfighters. Blasters are somewhat less expensive than lasers, 
  but they have a more limited range. 
   
  Cannon, Double/Quad 
  Double and quad versions of blasters, lasers, ion cannons, and 
  turbolasers are available, creating reciprocating multibarrel 
  weapons. A double or quad cannon has the given availability or 
  the availability of its base weapon, whichever is more 
  restrictive. 
       Autofire: Double or quad blaster cannons, laser cannons, 
  light ion cannons, and light turbolasers can fire normally or in 
  autofire mode, with a swift action required to switch between 
  the two. 
       Triple Cannons: Some starships also carry triple cannons. 
  These are functionally identical to double cannons, using three 
  cannons (with slightly less power individually) instead of two 
  standard cannons. 
   
  Cannon Enhancements 
  It's possible to boost the d a m a g e output of a blaster, a laser 
  (but not a turbolaser), or an ion can n o n with a series of 
  modifications designed to increase power draw and the 
  cohesion of the energy bolts. Enhanced power cyclers, high -
  volume gas feeds, and larger energization crystals (coupled with 
  enhanced or redundant cooling packs and compressors) create 
  multistage laser weapons that have significantly more stopping 
  power. Advanced cannon enhancements are also available, but 
  they are substantially more expensive.  
       Because these modifications create a multistage laser, such 
  weapons are sometimes referred to as turbo lasers, but they 
  are substantially weaker than the larger weapons mounted on 
  capital ships. 
  - 14 -
  
  Concussion Missiles 
  A concussion missile carries a warhead containing a compact 
  energy pack. When one explodes, it gives off a powerful 
  concussive blast that disrupts delicate instruments and 
  equipment, causing shock and blast damage to more durable 
  targets. Because of their bulk, concussion missiles are generally 
  preferred for space transports and capital ships. All concussion 
  missiles have a 4-square splash radius. 
       Armor-Piercing: Advanced concussion missiles exist, designed 
  to overcome even the most durable armors. Armor-piercing 
  concussions missiles ignore resistance to Force damage 
  provided by ship armor plating. 
       Launchers: The ammunition capacity of a concussion missile 
  launcher is determined by its size: light, 6; medium, 16; heavy, 
  30. Additional capacity can be added, increasing the cost by 
  200% for each additional missile (up to a maximum of double 
  capacity). 
   
  Docking Guns 
  Smugglers and pirates often add character-scale weapons to 
  fighters and freighters, in order to a l low them to open fire 
  while docked without risking blowing up a n entire docking 
  facility. Any character-scale ranged weapon can be added as a 
  docking gun, though repeating blaster rifles and heavy blaster 
  rifles are most common. Docking guns count as heavy weapons 
  once installed (regardless of their original weapon category). 
  They draw power from the ship, operating as long as the ship 
  has power, instead of requiring power packs. The idea has 
  occasionally been used on military vessels - adding heavy guns 
  to docking bays to assist in efforts to offload troops onto a 
  battlefield, for example. 
       The cost of a docking gun is for the mount only - the gun 
  itself is bought normally. Docking guns have no effect on 
  starship-scale combat. 
   
  Gravity Well Projectors 
  Gravity well projectors are unique weapons in that they do not 
  deal damage but instead produce a special effect. Projecting a 
  gravity well is treated like firing a weapon in an area attack; the 
  gravity well operator must choose a 4x4-square (starship scale) 
  area within the generator's range. The gravity well projector 
  creates a hyperspace interdiction field in those target squares. 
  Any starship that starts its turn in a square covered by a 
  hyperspace interdiction field may not activate its hyperdrive on 
  that turn. 
   
   
   
   
   
   
  lon Bombs 
  Ion bombs are primitive, fin-stabilized weapons used to knock 
  out electronics and droid targets on the surface of a world. 
  Because of their guidance system, the bombs are usable only in 
  an atmosphere, and attacks with them take a -5 penalty. Ion 
  bombs may target a square directly beneath the ship that 
  deploys them. On impact, they create a strong ion field that 
  deals 5d10 points of ion damage within a 10-square radius. Ion 
  bomb racks can hold up to four ion bombs. 
   
  lon Cannons 
  Ion cannons are generally viewed as defensive armament, but 
  they are quite common on pirate a n d military vessels. Ion 
  cannons deal lightning damage Of starship-mounted ion 
  cannons, all but the smallest don't have a cyclic rate of fire high 
  enough to allow autofire, even when mounted in double, quad, 
  or fire-linked configurations. 
       Hapan Triple ion Cannon: The Hapan triple ion cannon is a 
  special capital ship weapon that acts like a point-defense 
  weapon (using point-defense ranges and ignores the benefits of 
  a target’s Combat Thrusters. It is also capable of autofire mode, 
  but it may not make starship-scale area attacks. Until the New 
  Jedi Order era, Hapan triple ion cannons are illegal outside the 
  Hapan Consortium, and the Hapans do not sell them to 
  outsiders. 
   
  Laser Cannons 
  Laser cannons are the most common starship weapons, carried 
  by starfighters and space transports as primary armament and 
  capital ships as point-defense weapons. They generally have a 
  better range than blaster cannons, but they are somewhat 
  more expensive. 
   
  Point-Defense Weapon 
  Normally, only blaster cannons, laser cannons, and light ion 
  cannons can be point-defense weapons. Modifying a weapon to 
  be a point-defense weapon costs 4,000 credits per weapon but 
  has no emplacement point requirement (other than what is 
  required to mount the weapon itself). A point-defense weapon 
  ignores the benefits of a target’s Combat Thrusters. 
   
  Proton Torpedoes 
  Proton torpedoes use a proton-scattering warhead that 
  essentially causes a miniature nuclear explosion on the target's 
  surface. Because of their small size and compact launcher, they 
  are preferred for starfighters and other relatively small vessels. 
  All proton torpedoes have a 4-square splash radius. 
       Launchers: A standard proton torpedo launcher holds three 
  torpedoes. Additional capacity may be added, increasing the 
  cost by 250% for each additional torpedo (up to a maximum of 
  sixteen torpedoes). 
  - 15 -
  
  Shieldbuster Torpedoes  
  These are plasma-based torpedo weapons that create bursts of 
  radiation specifically designed to overwhelm a vehicle's shields. 
  The T-33 used by K-wings is typical of weapons of this type. 
  Against anything but shields, shieldbusters deal half damage. If 
  an attack from a shield buster torpedo exceeds a target's SR, 
  the target loses 10 points from its SR (rather than the normal 5). 
  Shields damaged in this way can be recharged normally. 
       Launchers: A standard shield buster torpedo holds four 
  torpedoes. Additional capacity may be added, increasing the 
  cost by 250% for each additional torpedo (up to a maximum of 
  eight torpedoes). 
   
  Space Mines 
  A space mine can be deployed as a swift action at any point 
  along a starship's movement path. Whenever any ship enters a 
  square in which a space mine was deployed, the mine 
  detonates and the entering ship’s pilot must make a Dexterity 
  save against a DC of 15. On a failure, it deals full damage to the 
  target; on a success, it deals only half damage. It is also possible 
  for mines to be designed not to be detonated by ships with 
  specific IFF codes (to allow defenders to fly freely past them) or 
  to be command-detonated (requiring a gunner to detonate 
  them as a standard action, often after readying an action). 
       Whenever a starship is about to enter the same square as a 
  space mine, the pilot can make a Perception check as a reaction 
  against a DC of 10 + the deploying pilot’s Intelligence modifier 
  to notice the mine and choose a different square to move into 
  instead. If the ship has a system operator, the system operator 
  may make a Mechanics check as a reaction as well, using the 
  ship's sensors to detect the mine. 
       A typical space mine deals 10d10 points of force damage. An 
  advanced space mine deals 20d10 points of damage. A heavy 
  space mine 30d10 points of damage; however, due to its 
  considerable size, targets of Huge size or smaller have 
  advantage on their Dexterity save. 
       Mine Launcher: All mine launchers hold six mines. Additional 
  capacity may be added, increasing the cost by 250% per each 
  additional mine (up to a maximum of twelve mines). 
   
  Tractor Beam 
  Massive devices that require enormous outlays of energy to 
  operate, tractor beams are generally found only on capital ships 
  and stations. Tractor beams are considered nonstandard 
  modifications for space transports and starfighters, making such 
  installations almost impossible for all but the best engineers. 
        A system operator can use a tractor beam to target a ship of 
  two sizes smaller or less. The operator makes a ranged attack 
  roll, using her Intelligence modifier instead of her Dexterity. On 
  a success, the target ship is rendered immobile and the 
  operator can move the target ship up to 2 squares closer per 
  round as a bonus action. The operator must make this attack 
  roll every round, and if she misses twice in succession, the 
  target ship is freed of the effect.  A tractor beam has an 
  effective range of 10 squares. 
   
  Turbolasers 
  Turbolasers are capital ship weapons designed to use the 
  immense power necessary to blast through the dense armor 
  and shielding of other large targets. They use turbine 
  generators to build the necessary energy, storing it in a 
  capacitor bank until it is discharged. The barrels of turbolasers 
  require substantial cooling to survive the enormous energy 
  involved, so many are designed to recoil into a cryogenic 
  "sleeve" immediately after firing. Because of this longer firing 
  sequence, all but the smallest turbolasers are incapable of 
  autofire even when mounted in double, quad, or fire - linked 
  configurations. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 16 -
  
  WEAPON SYSTEMS 
   
   
  WEAPON 
   
  DAMAGE 
  EMPLACEMENT 
  POINTS 
  EMPLACEMENT 
  AVAILABILITY 
   
  COST 
  Autoblaster 
  -- 
  0 
  Restricted 
  X2 
  Blaster Cannon, Light 
  6d10 
  1 
  Licensed 
  1,200 
  Blaster Cannon, Medium 
  8d10 
  1 
  Restricted 
  2,500 
  Blaster Cannon, Heavy 
  5d10 
  2 
  Military 
  5,500 
  Cannon, Double 
  +1d10 
  +0 
  Licensed 
  X3 
  Cannon, Quad 
  +2d10 
  +1 
  Restricted 
  X5 
  Cannon Enhancements 
  +1d10 
  +1 
  Military 
  X2 
  Cannon Enhancements, Advanced 
  +2d10 
  +2 
  Military 
  X5 
  Concussion Missile, Light 
  14d10 
  0 
  Military 
  500 
  Concussion Missile, Medium 
  18d10 
  0 
  Military 
  750 
  Concussion Missile, Heavy* 
  22d10 
  0 
  Military 
  2,000 
  Concussion Missile Launcher, Light 
  -- 
  2 
  Military 
  2,000 
  Concussion Missile Launcher, Medium 
  -- 
  5 
  Military 
  2,000 
  Concussion Missile Launcher, Heavy 
  -- 
  20 
  Military 
  30,000 
  Docking Gun 
  By Weapon 
  1 
  Licensed 
  +1,000 
  Gravity Well Projector* 
  Special 
  5 
  Military 
  50,000 
  Ion Bomb 
  5d10 
  -- 
  Military 
  500 
  Ion Bomb Rack 
  -- 
  1 
  Military 
  1,000 
  Ion Cannon, Light 
  5d10 
  1 
  Licensed 
  2,000 
  Ion Cannon, Medium 
  10d10 
  2 
  Restricted 
  3,000 
  Ion Cannon, Heavy* 
  15d10 
  5 
  Military 
  6,000 
  Ion Cannon, Hapan Triple 
  20d10 
  3 
  Illegal 
  12,000 
  Laser Cannon, Light 
  6d10 
  1 
  Licensed 
  1,500 
  Laser Cannon, Medium 
  8d10 
  1 
  Restricted 
  4,000 
  Laser Cannon, Heavy 
  10d10 
  2 
  Military 
  6,000 
  Point-Defense Weapon* 
  -- 
  0 
  Restricted 
  +4,000 
  Proton Torpedo 
  18d10 
  0 
  Military 
  800 
  Proton Torpedo Launcher 
  -- 
  1 
  Military 
  2,500 
  Shieldbuster Torpedo 
  20d10 
  0 
  Military 
  1,000 
  Shieldbuster Torpedo Launcher 
  -- 
  3 
  Military 
  10,000 
  Space Mine, Standard 
  15d10 
  0 
  Military 
  1,000 
  Space Mine, Advanced 
  20d10 
  0 
  Military 
  5,000 
  Space Mine, Heavy 
  30d10 
  0 
  Military 
  5,000 
  Space Mine Launcher 
  -- 
  2 
  Military 
  5,000 
  Space Mine Launcher, Heavy* 
  -- 
  4 
  Military 
  5,000 
  Tractor Beam 
  Special 
  10 
  Licensed 
  10,000 
  Turbolaser, Light* 
  15d10 
  2 
  Military 
  5,000 
  Turbolaser, Medium* 
  25d10 
  5 
  Military 
  10,000 
  Turbolaser, Heavy* 
  35d10 
  10 
  Military 
  20,000 
  * Huge or larger starships only 
  the vehicle, the cost is a general estimate in credits what one could feasibly expect to pay in appropriate situations. 
   
   
  WEAPON RANGES  
  WEAPON TYPE 
  RANGE (IN SQUARES) 
  Blaster Cannon 
  5/15 
  Gravity Well Projector 
  10 
  Laser Cannon 
  10/30 
  Missile/Torpedo 
  15 
  Tractor Beam 
  10  
  Turbolaser 
  15/45 
   
   
   
   
   
   
   
   
   
   
  - 17 -
  
  ACCESSORIES 
  Accessories include any systems that do not fall under one of 
  the previous categories. They add functions or improve existing 
  systems on a starship, making them more capable and efficient. 
   
  Cargo Jettison System 
  A cargo jettison system allows a ship to dump part or all of its 
  cargo into space without docking or slowing down. The system 
  is most often used by smugglers, though such designs were 
  originally built for large freighters hauling explosive materials 
  that might become unstable. A pilot or systems operator can 
  dump any single cargo bay, or all cargo on the ship, as a bonus 
  action. If this is done while the starship is moving in space, it 
  takes a DC 20 Perception or Mechanics check made as a 
  reaction to notice the action from another starship. 
   
  Cargo Pods 
  Cargo pods are additional storage space added to a ship to 
  boost its total carrying capacity. Though they allow 
  independent traders to carry more goods, they also reduce a 
  ship's ability to maneuver quickly, making them unpopular with 
  pirates and military craft. Having more than one small cargo 
  pod, or any medium or heavy cargo pod, gives disadvantage to 
  Vehicle (Space) skill checks to maneuver. 
       The additional carrying capacity is based on the size of the 
  starship. A small cargo pod adds (starship's cost modifier) x 1 
  tons of cargo. A medium cargo pod adds (starship's cost 
  modifier) x 5 tons of cargo. A heavy cargo pod adds (starship's 
  cost modifier) x 10 tons of cargo.  A cargo pod can be made 
  detachable (to act as an escape pod) for five times the cost. 
   
  Cloaking Device 
  A cloaking device creates a field of invisibility around a ship, 
  making it nearly impossible to detect with sensors or the naked 
  eye. The oldest form is the stygium crystal cloaking device, 
  which uses rare crystals found only on Aeten II, a planet of the 
  Outer Rim. These devices were used extensively on military 
  craft during the time of the Old Republic. They were 
  fantastically expensive, but fairly small and extremely effective. 
  The supply of stygium crystals was so limited that they were 
  almost impossible to find by the time of the Empire. A second 
  technology uses hibridium, an ore found on the planet Garos IV. 
  These cloaks are much larger and produce a "double-blind" 
  effect, making it impossible for those within the ship to see out 
  as long as the cloaking field is operating. 
       A cloaked ship is considered to be heavily obscured, and may 
  always make a Stealth check to sneak. Noticing a cloaked ship 
  does not negate its concealment, but does allow you to make 
  attacks against it as though it is lightly obscured. A starship 
  using a hibridium cloak also treats all other targets as being 
  heavily obscured as long as the cloak is active. 
   
  Cryogenic Chambers 
  Cryogenic chambers are hibernation systems that allow live 
  creatures to be carried in stasis. Originally developed prior to 
  the invention of safe hyperdrive systems, they are now used to 
  haul herds of livestock (often nerf or bantha herds) and to 
  transport critically injured passengers. Each unit of cryogenic 
  chambers can carry a number of Medium or smaller creatures 
  equal to (starship's cost modifier)/5. Large creatures take up 
  five times as much space, and Huge creatures take up twenty 
  times as much space 
  . 
  Docking Clamp 
  A docking clamp allows a starship to dock with other starships 
  in space. Normally, this accessory is used by passengers to 
  move from shuttles to larger ships, but larger vessels can use 
  them as makeshift starfighter launches. Once the clamp is in 
  place, creatures can safely move between the clamped ships. A 
  starship can maneuver, fight, and even travel hyperspace with 
  ships of smaller size clamped to it. However, if a ship is reduced 
  to half of its maximum damage, rounded down, all starships 
  attached to it by docking clamps are shaken off. 
       Docking clamps on smaller ships aren't strong enough to do 
  much more than hold the ship in place during routine docking. 
  These are built into the cost of all starships and have no special 
  game effect. 
   
  Droid Repair Team 
  A droid repair team automatically deploys to repair a starship 
  when it is reduced to half its maximum hit points, rounded 
  down - no action on the part of the crew is necessary to 
  activate it. A droid repair team deploys the round after the 
  triggering damage is taken, and does not take any action other 
  than to make repairs, restoring 1/10 of the ships maximum hit 
  points (rounded down) per round until full health is restored. 
       If a starship takes damage that gets past its SR (if any) in a 
  round when a droid repair team is active, there's a 25% chance 
  that the droid repair team is destroyed. 
   
  Escape Pods 
  All space transports and capital ships automatically include 
  enough escape pods for all nondroid passengers and crew-
  they're built into the cost of the ship. By law, starships are 
  required to have sufficient escape pods on board at all times, 
  but military starships are exempt from this rule and may carry 
  fewer than the normal amount (see Gaining Emplacement 
  Points, page 9). 
       If a Colossal or larger starship is destroyed, any character on 
  board who survives may make a DC 20 Acrobatics or Athletics 
  check to reach an escape pod. On a failed check, the character 
  is stuck in a bit of wreckage that has enough air and heat to 
  - 18 -
  
  keep him alive for about an hour. (Obviously, a character who 
  gets into an escape pod prior to a ship's destruction does not 
  need to make a check.) 
       Typical escape pods are small, single-use vehicles providing 1 
  day of life support for eight Medium creatures plus rations for 
  another week and just enough fuel to reach a nearby planet. 
  Many large s hips upgrade their escape pods to more capable 
  models. 
   
  Escape Pod 
   
   
   
   
  CL 1 
  Small starfighter                                                                          
  Armor Class 15; HP 40 
  Fly Speed 1 square (starship scale)                                          
  Crew 0: Passengers 8 
  Cargo None; Consumables 1 day; Carried Craft None 
  Availability Common ; Cost 1,200 credits 
   
       Small lifeboats: These vessels, which can be installed on 
  ships of Gargantuan size or larger, provide life support for 
  fifteen Medium creatures for up to 1 week, and they have 
  enough fuel to fly across a star system to reach a hospitable 
  planet. They include extensive survival gear, including 
  emergency shelters, 1 week of rations, water purifiers, and a 
  small hunting blaster. One bay includes (starship's cost 
  modifier)/50 lifeboats, and multiple bays may be installed. 
       Large lifeboats: These vessels, which can be installed on 
  ships of Colossal or larger, provide life support for up to 50 
  Medium creatures for up to 2 months, and they include a x15 
  hyperdrive with enough fuel for a single hyperspace jump (plus 
  a little left over for the ion engines and repulsorlifts to use 
  during landing). Survival gear is similar to that of a small 
  lifeboat. One bay includes (starship's cost modifier)/100 large 
  lifeboats, and multiple bays maybe installed. 
   
  Extended Range 
  Some starships need to operate for extended periods without 
  ever returning to port. Such a ship can be built with oversized 
  fuel tanks, extra stores of food, and improved recycling 
  systems. Doing this improves a starship's consumables by 10 % 
  of its original value (rounded down, minimum 1 day) x the 
  number of times you have installed extended range on the 
  starship. 
   
  Hangar Bay 
  A hangar bay can be installed on a ship of Gargantuan size or 
  larger. It holds secondary craft such as starfighters or shuttles. 
  Each bay has (starship's cost modifier)/50 units of hangar space, 
  and multiple bays may be combined for more space. The hangar 
  space taken up by a carried vehicle is determined by its size: 
  Medium, 1 unit; Large, 5 units; Huge, 20 units. A vehicle can 
  enter or exit a hangar with two move actions. 
       Concealed Hangars: The presence of a concealed hangar isn't 
  obvious to an external examination. Determine the hangar 
  space as for a regular hangar, above. It takes a DC 25 Perception 
  check to recognize a concealed fighter bay for what it is from an 
  external observation, though any thorough internal search of a 
  ship reveals it. It takes two full rounds for a starship to exit or 
  enter a concealed fighter bay. 
   
  HoloNet Transceiver/Hypertransceiver 
  All starships come equipped with basic communications 
  systems, including speed-of-light comms and subspace 
  transceivers. These systems allow for communication within a 
  star system, including sending and receiving signals to personal 
  comlinks. 
       Some ships require superior communications and are 
  equipped with hypertransceivers or HoloNet transceivers. 
  Hypertransceivers effectively have an unlimited range, allowing 
  ships at opposite ends of the galaxy to communicate with each 
  other, although such communications can experience 
  significant time lag. Hypertransceivers also give a ship access to 
  information on the HoloNet, though not with the full detail of a 
  HoloNet transceiver. Most military vessels carry a 
  hypertransceiver. 
       HoloNet transceivers are extremely rare and expensive 
  systems that allow for real-time audio, visual, and holographic 
  communication over an unlimited range. HoloNet transceivers 
  function by taking advantage of the vast system of HoloNet 
  satellites built during the days of the Old Republic.  Only the 
  most important ships carry HoloNet transceivers; during the 
  reign of the Galactic Empire, HoloNet transceivers have an 
  availability of military instead of restricted. All Investigation or 
  Mechanics checks made to gain information with a HoloNet 
  transceiver have advantage. 
       Hypertransceivers and HoloNet transceivers are the only 
  means of communicating with a starship in hyperspace. 
  However, they can do so only if both ships are traveling along 
  the same path in hyperspace or if one ship is near the point of 
  arrival or departure for the ship in hyperspace. 
       If multiple ships with HoloNet transceivers work together, 
  they can create their own secure communications network, 
  such as was done with Banking Clan Frigates. 
   
  Luxury Upgrade 
  A luxury upgrade is a shipwide increase in the quality of a 
  starship's accommodations. Panels of calming colors, stylish 
  trim, and quality artwork cover bulkhead walls and access 
  panels. Bunks and stowage lockers are replaced with 
  comfortable beds and wooden ward robes. Lounges are 
  upgraded with recliners, desks, and multipurpose game boards. 
  Music systems are installed throughout the ship, and food 
  - 19 -
  
  preparation areas are adapted to allow gourmet cooking and 
  fresh food storage. 
       A basic luxury upgrade changes a starship from a harsh travel 
  vehicle to a comfortable home on the move. An advanced 
  luxury upgrade goes a step farther, making the ship the 
  equivalent of an upper-scale hotel. An extreme luxury upgrade 
  turns a starship into a palace in space, fit for emperors and 
  lords of industry. So satisfying is life on a ship with an extreme 
  luxury upgrade that the crew quality of the ship increases by 
  one step (maximum of expert), though this has no effect on the 
  statistics of a crew of heroes. 
       To maintain such luxury is not cheap, requiring 1/50 of the 
  cost of the upgrade each month to keep music current, quality 
  foods stored, and worn pillows replaced. After any month when 
  this expense is not paid, the luxury level of the ship is reduced 
  one step (extreme to advanced, advanced to basic, basic to a 
  typical starship) until proper upgrading is again established 
  (including recouping the cost of all missed months of 
  maintenance). 
   
  Medical Suite 
  A medical suite, which can be installed on ships of Colossal 
  (frigate) size or larger, provides the necessary facilities to 
  maintain the health of a crew over a long period. A medical 
  suite includes (starship's size modifier) / 5 medical beds and (sta 
  rship's size modifier) /50 bacta tanks (A starship may combine 
  multiple medical suites when determining the facilities 
  available).  When a starship can't accommodate a bacta tank, a 
  medical bed is usually sufficient to stabilize a patient. A medical 
  bed contains monitoring equipment to keep track of vital signs 
  and the medical gear needed to deal with most common 
  injuries and illnesses. Treat a medical bed as a medpac (10 uses, 
  with a single charge costing as much as a medpac), a medical 
  kit, and a surgical kit. 
       For mechanical purposes, a medpac is treated as a potion of 
  healing (See the Dungeon Master’s Guide). Anyone submerged 
  in a bacta tank is considered to be treated with a medpac every 
  hour. 
   
  Passenger Conversion 
  Some space transports and small capital ships specialize in 
  transporting passengers instead of cargo. One section of 
  passenger space has sufficient room for a number of passengers 
  equal to the ship's size modifier, and these passengers can 
  either have seats (typically for voyages of only 1 day or less) or 
  quarters. In either case, these are steerage-quality 
  accommodations (shared rooms, bunk beds, storage lockers, 
  and so on); for higher quality, the ship may also have a luxury 
  upgrade (see above). 
   
   
  Sensor Enhancement Package 
  A sensor enhancement package includes sensors superior to 
  those normally carried by starships, providing better detection 
  and early-warning capability. A sensor enhancement package 
  gives a system operator advantage on Perception and 
  Mechanics checks made to operate the ship's sensors. 
   
  Slave Circuitry 
  Slave circuitry reduces the number of crewmembers required to 
  operate a starship. This accessory is most commonly present in 
  older capital ships, which require tens of thousands of crew. 
  Basic slave circuitry reduces the crew requirements of a starship 
  by 1/3, and advanced slave circuitry reduces it by 2/3. The crew 
  requirement for a starship is never reduced to less than 1 - only 
  certain exceptional and custom-built slave circuits are capable 
  of such a feat, such as those guiding the Katana fleet. The crew 
  quality of a starship that has slave circuits is still based on its 
  remaining crew. 
       Recall Circuits: Available only for starships equipped with 
  advanced slave circuits, recall circuits allow a starship to be 
  summoned by comlink to the owner even when no one is 
  aboard the ship. A ship piloted by its recall circuits can only 
  liftoff, fly directly to the comlink used to summon it, and land at 
  that location - it can take no other actions. The ship cannot 
  attack or perform defensive maneuvers, and anyone in the 
  pilot's position can disable the recall circuits as a swift action. 
   
  Smuggler's Compartments 
  Smuggler's compartments are hidden cargo spaces designed to 
  resist detection. It takes a detailed inspection and a DC 25 
  Investigation check to find a smuggler's compartment. One 
  section holds up to (starship's cost modifier) x 200 kg of cargo, 
  and multiple compartments may be combined for greater cargo 
  capacity. However, a starship ca n never have more than 5 % of 
  its original cargo capacity in smuggler's compartments; beyond 
  that, the missing cargo space is immediately obvious to anyone 
  inspecting the ship. 
   
  Transponders 
  Because a ship's transponders are built in to its sublight 
  engines, it is difficult to remove or alter a ship's transponder 
  code. However, there are two options: You can mask your ship's 
  code (making it impossible to read), or you can disguise your 
  ship's code (making it look like a different code). 
       A masked transponder requires you only to reroute engine 
  power to overheat the transponder director, but if your 
  Mechanics check to install the modification fails by 10 or more, 
  you destroy your sublight engines in addition to losing the cost 
  of the modification. Furthermore, a masked transponder is 
  immediately apparent to everyone who detects your ship, 
  attracting the attention of the authorities. 
  - 20 -
  
       A disguised transponder transmits a second signal that 
  modifies the broadcast signal pattern of your ship's 
  transponder, making it look like a different ship altogether. 
  Activating or deactivating a disguised transponder is a swift 
  action. 
       You must make a Mechanics check to access private 
  information in order to find the transponder code for a ship 
  similar to yours and then make a Deception check to create a 
  deceptive appearance, forging a signal that will appear 
  authentic. After this, installation may proceed normally, If 
  successful, your transponder's signal will make you appear to be 
  the mimicked ship. You may install more than one disguised 
  transponder signal to give your ship different identities that can 
  be turned on and off, but you have disadvantage on your 
  Deception check if you have multiple false signals on your ship. 
       IFF Transponders: This is a blank Identify Friend or Foe 
  transponder of the type normally installed on military starships, 
  and you can activate or deactivate it as a bonus action. If you 
  have the proper IFF codes for a given military unit, you can 
  upload them to your IFF transponder and appear as a "friend" 
  to its sensors. 
       If you do not have these codes, you can attempt a Mechanics 
  check to improve access to an enemy ship's computer using 
  your IFF transponder, sending queries and analyzing the other 
  ship's response. Your Mechanics check is opposed by the enemy 
  pilot’s Perception check or a DC of 15, and you have 
  disadvantage on the roll. If you manage to improve the attitude 
  of the enemy ship's compute, you have successfully loaded your 
  IFF transponder with the correct "friend" codes for that unit. If 
  the attitude of the enemy ship's computer ever becomes 
  hostile, you will appear as an enemy unit on that ship's sensors. 
   
   
   
  STOCK SHIPS 
  If you need to design a ship from scratch, rather than modify an 
  existing ship, simply start with one of the following stock ships. 
  Each stock ship has a cost and basic description for a generic, 
  no-frills version of a starship of that size. To improve the design, 
  use the starship modification rules to add and improve the 
  systems and abilities you need.  
       There is no hard and fast rule to determine the Challenge 
  Level of a new stock starship. The easiest way to do so is to 
  compare the new stock ship to comparable ships and use that 
  as the basis of a CL, adjusting as necessary or appropriate. 
   
  STOCK SHIP TYPES 
   
  CLASS 
  SIZE 
  SPEED 
  HP 
  COST 
  Battlecruiser 
  Colossal 
  2 
  2,000 
  20,000,000 
  Cruiser 
  Colossal 
  2 
  1,500 
  10,000,000 
  Frigate 
  Gargantuan 
  2 
  800 
  2,000,000 
  Corvette 
  Gargantuan 
  3 
  600 
  1,000,000 
  Heavy Freighter 
  Gargantuan 
  1 
  400 
  500,000 
  Gunship 
  Huge 
  3 
  150 
  200,000 
  Shuttle 
  Huge 
  3 
  120 
  50,000 
  Light Freighter 
  Huge 
  2 
  120 
  20,000 
  Bomber 
  Large 
  3 
  150 
  50,000 
  Superiority Fighter 
  Large 
  4 
  120 
  50,000 
  Interceptor 
  Medium 
  6 
  90 
  100,000 
  Light Fighter 
  Medium 
  5 
  60 
  30,000 
       Speed: This entry gives the ship's fly speed in squares, at 
  starship scale. 
       Cost: The cost for the stock ship's basic frame. This does not 
  include the cost of hyperdrives, cargo space, weapons, or 
  shields. It does include the basic systems required for a ship to 
  function, including ion drives, life support, and basic facilities. 
  The given cost assumes a typical new starship from a typical 
  production facility. 
       Do not multiply the costs for stock ships by the cost multiple 
  for ships of that size. All multipliers for the basic starship frame 
  have already been included in these costs. 
   
   
  STOCK SHIP TYPES 
   
  CLASS 
  CREW 
  PASSENGERS 
  CARGO 
  CONSUMABLES 
  EMPLACEMENT POINTS 
  Battlecruiser 
  20,000 
  5,000 
  20,000 tons 
  2 years 
  200 
  Cruiser 
  5,000 
  1,000 
  10,000 tons 
  2 years 
  100 
  Frigate 
  1,000 
  200 
  5,000 tons 
  1 year 
  50 
  Corvette 
  50 
  200 
  2,000 tons 
  1 year 
  20 
  Heavy Freighter 
  10 
  10 
  100,000 
  6 months 
  5 
  Gunship 
  4 
  4 
  5 tons 
  1 month 
  20 
  Shuttle 
  4 
  8 
  20 tons 
  1 month 
  5 
  Light Freighter 
  2 
  6 
  100 tons 
  2 months 
  5 
  Bomber 
  2 
  0 
  50 kg 
  2 days 
  10 
  Superiority Fighter 
  1 
  0 
  50 kg 
  2 days 
  5 
  Interceptor 
  1 
  0 
  50 kg 
  2 days 
  5 
  Light Fighter 
  1 
  0 
  50 kg 
  2 days 
  2 
       Emplacement Points: If you worsen a stock ship's starting value in a category by 25%, you gain a number of emplacement points 
  equal to 10% of the ship's stock emplacement points (or twice that many if you worsen it by 50%), For the purpose of the crew 
  required to operate a starship, worsening means increasing the crew required (by 25% or 50%), Any emplacement points gained in 
  this way may be kept as spares or used to purchase additional cargo space, adding tons of cargo capacity equal to the starship's cost 
  modifier for each emplacement point spent. 
   
  - 21 -
  
  starship codex
  This section features several commonly-encountered starships 
  from a variety of eras and locales. Each starship has its own 
  entry, with a complete stat block and an illustration of the 
  starship. Many entries describe multiple starships, and 
  sometimes variants or famous individual ships, to further 
  expand the usefulness of each entry. 
       Statistics for the ships include the estimated skill 
  proficiencies of the pilot and crew. These figures can be 
  adjusted to scale the Challenge Level of the ship as necessary. 
       Additionally, some space transports have deckplans included 
  in their entries. These ships are among the most suitable vessels 
  for heroes to use as a base of operations and means of 
  transport, and the deckplans are designed to let DMs use the 
  ships as an adventuring locale as well as a means of transport. 
   
  AETHERSPRITE INTERCEPTOR 
  Delta-7 Aethersprite Light Interceptor                                  CL 10 
  Medium starfighter 
  Initiative +3; Senses Perception +7 
  Armor Class 19; Combat Thrusters 
  HP 65; SR 15 
  Speed 5 squares 
  Ranged Laser Cannons +7 (see below) 
  Fighting Space 1 square 
  Attack Options Autofire (laser cannons) 
  Skills Mechanics +6, Perception +7, Vehicle (Space) +7 
  Crew 1 plus astromech droid; Passengers None 
  Cargo None; Consumables None; Carried Craft None 
  Hyperdrive x1 (with booster ring), 10-jump memory (droid) 
      Nonstandard Droid has disadvantage on Mechanics checks 
       to astrogate and travel through hypserspace 
  Availability Military (Jedi Only); Cost 180,000 (145,000 used) 
  Laser Cannons (Pilot) 
       Attack +7, Damage 6d10 Radiant 
   
   
  Kuat Systems Engineering developed the Delta-7 Aethersprite 
  when Jedi Master Saesee Tiin suggested that the Jedi form its 
  own corps of starfighter pilots. In the time prior to the Clone 
  Wars, these fighters provided an economical- and combat-
  effective - means for Jedi to get from place to place. 
  Despite its utility, the Delta-7 was d istinctly Jedi in nature. For 
  this reason, it was rarely used by Jedi during covert operations. 
       Although the design was well received by the Jedi, Saesee 
  Tiin was nonetheless dissatisfied with the Aethersprite light 
  interceptor's performance. He insisted on modifying two 
  Aethersprites to his own specifications, adding additional 
  weaponry, a hyperdrive of his own design, and a meditation 
  chair in place of the pilot's seat. 
       The Delta-7 is available only to Jedi through the Supreme 
  Chancellor's office, and is not legally available on the open 
  market. The prices given are for a Delta-7 found on the black 
  market, which is rare but not unheard of. 
   
  CAPABILITIES 
  The Delta-7 was conceived primarily as a light reconnaissance 
  starfighter, and its relatively light armament reflects this. 
  Though not designed for extended combat operations, the 
  Aethersprite is a capable weapons platform when flown by a 
  Jedi pilot. 
       Like its successor, the Eta-2 Actis-class Interceptor, the Jedi 
  Starfighter is not hyperdrive capable, and it requires a separate 
  hyperdrive module to travel long distances. 
       Each Aethersprite comes equipped with an R-4P astromech 
  droid, which is hardwired directly into the starfighter. Due to 
  the nonstandard nature of the ship's components, the pilot has 
  disadvantage on Mechanics checks if the R4-P is not installed. 
  These penalties are also taken by the droid (if present) and are 
  reflected in the statistics given above.  
   
   
   
   
   
  - 22 -
  
  ARC-170 STARFIGHTER 
  Incom/Subpro ARC-170 Starfighter                                         CL 11 
  Large starfighter 
  Initiative +4; Senses Perception +6 
  Armor Class 19; Combat Thrusters 
  HP 150; SR 25 
  Speed 4 squares 
  Ranged Light Laser Cannons +6 (see below) 
                Medium Laser Cannons +6 (see below) and 
                Proton Torpedoes (see below) 
  Fighting Space 2x2 squares 
  Attack Options Autofire (laser cannons) 
  Skills Mechanics +6, Perception +6, Vehicle (Space) +7 
  Crew 3 plus astromech droid; Passengers None 
  Cargo 110 kg; Consumables 5 days; Carried Craft None 
  Payload 6 proton torpedoes 
  Hyperdrive x1.5, 10-jump memory (droid) 
  Availability Military; Cost 155,000 (70,000 used) 
  Light Laser Cannons (Gunner) 
       Attack +6, Damage 6d10 Radiant 
  Medium Laser Cannons (Gunner) 
       Attack +6, Damage 8d10 Radiant 
  Proton Torpedoes (Pilot) 
       Attack +7, Damage 18d10 Force, 4-square splash 
   
   
  The Aggressive ReConnaissance fighter, or ARC-1 70-developed 
  as a joint venture by the lncom and Subpro Corporations-serves 
  as both a long-range scout and a heavy assault fighter. The ACR-
  1 70 is part of a line of starfighters, including the Z-95 
  Headhunter, that eventually led to the development of the X-
  wing. The narrow frame, flanked by powerful twin engines and 
  S-foils, was innovative at the time of the ARC-1 70's 
  introduction. Though it served with distinction during the later 
  days of the Clone Wars, the fighter was never built in the vast 
  numbers of many other designs. 
       The ARC-170's ultimate failing was not lack of firepower or 
  ability, but the high supply cost to keep it in combat. The 
  starfighter needs regular maintenance and requires a three-
  person crew, making it expensive in terms of training, 
  personnel, and up keep. As a result, once the TIE fighter 
  replaced it in Imperial squadrons, there was very little demand 
  for the ARC-170. Though some were liberated by the Rebellion, 
  most were mothballed or scrapped simply because the Rebels 
  lacked the flight crews and repair bays necessary to keep the 
  older ARC-170s ready for combat. 
   
   
   
   
   
   
   
   
  CAPABILITIES 
  The ARC-170 is a heavy-hitting fighter, with long-range 
  capabilities and enough stowage to operate for 5 days without 
  resupply. Though taxing, it was possible for the crew to sleep in 
  shifts, allowing the starfighter to be alert and ready for action 
  for days at a time. This made it popular as a scout and a picket 
  ship, keeping an eye on likely targets, enemy forces, or even 
  friendly planets until larger ships could arrive for permanent 
  duty. An ARC-170 could be sent deep into enemy territory, and 
  its shield generator gave it a good chance of surviving even if it 
  ran into a larger force of fighters when performing such 
  missions. 
       The durability and range of the vessel came at a cost, 
  however. The ARC-170 has slow acceleration and poor 
  maneuverability compared to smaller fighters.      
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 23 -
  
  A-WING INTERCEPTOR 
  Alliance A-Wing Starfighter                                                          CL 9 
  Medium starfighter 
  Initiative +9; Senses Perception +6 
  Armor Class 19; Combat Thrusters; Vehicular Dodge 5d6 
  HP 80; SR 15 
  Speed 6 squares 
  Ranged Laser Cannons +5 (see below) or 
                Medium Concussion Missiles +5 (see below) 
  Fighting Space 1x1 square 
  Attack Options Autofire (laser cannons) 
  Skills Mechanics +6, Perception +6, Vehicle (Space) +7 
  Crew 1; Passengers None 
  Cargo 40 kg; Consumables 1 week; Carried Craft None 
  Payload 12 medium concussion missiles 
  Hyperdrive x1, 2-jump memory 
  Availability Military; Cost 175,000 (70,000 used) 
  Laser Cannons (Pilot) 
       Attack +5, Damage 6d10 Radiant 
  Medium Concussion Missiles (Pilot) 
       Attack +5, Damage 18d10 Force, 4-square splash 
  Jammer (Pilot) 
       Effects 6-square radius, blocks communication and grants 
                    disadvantage on enemy attack rolls 
   
   
  Development of the A-wing began in secret shortly after the 
  Battle of Yavin . General Dodonna realized that the speed of 
  Imperial fighters had nearly cost the Alliance its victory, and he 
  intended to remedy the situation by designing a newer, faster 
  starfighter. With the aid of starship engineer Walex Blissex, the 
  A-wing was born. Although not as durable as other Alliance 
  starfighters, the A-wing is often considered to be the fastest 
  starfighter to see service during the Galactic Civil War. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       Though the A-wing is a finicky spacecraft that is often 
  difficult to maintain in the field, it has proven itself to be a 
  capable strike fighter and reconnaissance craft. Due to its speed 
  and maneuverability, it excels at "hit and fade" operations a n d 
  surgical strikes carried out behind enemy lines. Despite its 
  relatively light armament, the A-wing is deadly in the hands of a 
  skilled pi lot. During the Battle of Endor, A-wings were 
  responsible for the destruction of the Super Star Destroyer 
  Executor. 
   
  CAPABILITIES 
  A-wings are phenomenally fast and agile spacecraft, making 
  them capable dogfighters. A-wing pilots quickly learn to use this 
  fact to their advantage in battle, for even a single hit from a n 
  enemy weapon can mean a quick and fiery death. During its 
  earliest months in service, the A-wing was armed only with 
  laser cannons a n d a sophisticated suite of electronic jammers. 
  In time, many A-wings were modified to carry concussion 
  missile launchers, adding to the nimble ship's versatility. (This 
  configuration was standard by the time of the New Republic.) 
       The A-wing's jamming system is capable of blinding enemy 
  sensors and fire-control computers, making it an even more 
  elusive target. The effectiveness of the jamming suite is limited 
  to small craft and space transports, and does little more than 
  make the A-wing a more tempting target for capital scale ships. 
        
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 24 -
  
  CORVETTE, CORELLIAN 
  Corellian Engineering Corporation CR90 Corvette                CL 19 
  Gargantuan capital ship 
  Initiative +2; Senses Perception +6 
  Armor Class 17; Vehicular Dodge 6d6; Resistance Radiant dmg 
  HP 800; SR 100 
  Speed 3 squares 
  Ranged 2 turbolaser batteries +9 (see below) 
                2 point-defense medium laser cannons +9 (see below) 
  Fighting Space 4x6 squares 
  Attack Options None 
  Skills Mechanics +6, Perception +6, Vehicle (Space) +7 
  Crew 30 to 165; Passengers 150 to 600 
  Cargo 3,000 tons; Consumables 1 year; Carried Craft None 
  Hyperdrive x2, navicomputer 
  Availability Licensed; Cost 3.5 million (1.5 million used) 
  Turbolaser Battery, Medium (Gunners) 
       Attack +9, Damage 18d10 Radiant 
  Medium Laser Cannon, Point-Defense (Gunners) 
       Attack +9, Damage 8d10 Radiant 
   
  One of the most common and popular vessels produced by the 
  Corellian Engineering Corporation, the CR90 Corvette serves multiple 
  purposes in fleets of all types throughout the galaxy. A smaller capital 
  ship that is just a step up from a space transport, the Corellian Corvette 
  is large enough to carry a significant complement of passengers or 
  troops while requiring a relatively small crew to operate. Durable 
  vessels that complement any battle group (and, indeed, they are often 
  seen in Rebel and pirate fleets), many Corellian Corvettes are owned 
  by individuals and private organizations. Often referred to as blockade 
  runners, these ships boast a distinctive "hammerhead" design that is 
  recognizable across in the galaxy. 
   
  CAPABILITIES 
  Though excellent as consulars or transport ships, Corellian Corvettes 
  also see extensive use as military and pirate vessels. Most Corellian 
  Corvettes are easily modified (a common trait among many of the 
  ships produced by the Corellian Engineering Corporation), and as such 
  they can be tailored to a specific owner's needs. The ease with which 
  CR90 Corvettes are modified makes adding weaponry, shielding, and 
  even secondary hull plating a simple matter, meaning that aftermarket 
  modifications that boost the ship's offensive capability are among the 
  most common upgrades made to the vessel . Pirates, gunrunners, 
  shipjackers, and smugglers favor the CR90 Corvette because even a 
  heavily modified ship can appear innocuous at first glance, making it 
  easy to launch surprise attacks on unsuspecting targets (or sneak past 
  the watchful eyes of the authorities). 
       Corellian Corvettes often see use in small-scale naval skirmishes, 
  such as breaking planetary blockades. In fact, many planetary defense 
  fleets use Corellian Corvettes to breach enemy lines and setup flanking 
  maneuvers. Since the ship's configuration can be changed to suit a 
  variety of roles (including naval combat, escort, troop carrier, and 
  cargo hauler), these ships are often considered dynamic assets, 
  allowing their owners to get greater use out of the ship when 
  compared to m o re static vessels. As such, they are highly valued in 
  both military and civilian roles (and can often shift between the two 
  over the course of a single s hip's lifetime). 
       Tactical Fire: Corellian Corvettes work well as blockade runners and 
  can use their weapons and shielding to punch through enemy lines. As 
  an action, a Corellian Corvette can forgo all attacks to provide tactical 
  fire to all adjacent squares. All allied starships within this area 
  automatically avoid being engaged in a dogfight when subject to the 
  Dogfight Specialist class ability. 
   
  THE VANOUARD C20 RETROFIT 
  When the Corellian Engineering Corporation began producing the CR90 
  Corvette as its standard (rather than as an upgrade), current owners of 
  CR70 Corvettes were given the option of purchasing an aftermarket 
  modification suite that brought the vessels up to date tech no logically 
  with the CR90 Corvette. Known as the Vanguard c20 retrofit, this 
  modification enhanced the combat prowess of the Corellian Corvette 
  and ensured that the CR70 remained on par with the CR90, essentially 
  transforming the former into the latter. The Tantive IV for example, 
  began as a CR70 Corvette that was used by Bail O rgana at the tail end 
  of t h e Clone Wars. By the time of the Galactic Civil War, the Tantive IV 
  had undergone retrofitting that transformed it into a CR90 Corvette. 
       A Vanguard ·c20 retrofit costs 500,000 credits (which includes both 
  raw materials as well as labor costs for having the retrofit applied) and 
  usually takes 2 to 3 weeks of work by trained professionals. The 
  process changes the base statistics for the CR70 Corvette to those of 
  the CR90 Corvette, though this does not change the crew quality by 
  default. 
   
  Corellian Engineering Corporation CR90 Corvette                  CL 8 
  Gargantuan capital ship 
  Initiative +1; Senses Perception +4 
  Armor Class 16;  
  Resistance Bludgeoning/Slashing/Piercing, Radiant damage 
  HP 800; SR 90 
  Speed 3 squares 
  Fighting Space 6x8 squares 
  Attack Options None 
  Skills Mechanics +4, Perception +4, Vehicle (Space) +5 
  Crew 18 to 150; Passengers 250 to 600 
  Cargo 5,000 tons; Consumables 1 year; Carried Craft None 
  Hyperdrive x2, navicomputer 
  Availability Licensed; Cost 2.9 million (1 million used) 
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 25 -
  
  DYNAMIC-CLASS FREIGHTER 
  Dynamic-class Freighter                                                                CL 6 
  Huge space transport 
  Initiative +2; Senses Perception +5 
  Armor Class 14 
  HP 110; SR None 
  Speed 2 squares 
  Ranged Double Laser Cannons +4 (see below) or 
  Fighting Space 3x3 squares 
  Attack Options Autofire (double laser cannons) 
  Skills Mechanics +5, Perception +5, Vehicle (Space) +5 
  Crew 2; Passengers 6 
  Cargo 60 tons; Consumables 2 months; Carried Craft None 
  Hyperdrive x3, navicomputer 
  Availability Licensed; Cost 80,000 (30,000 used) 
  Double Laser Cannons, Light (Gunner) 
       Attack +5, Damage 7d10 Radiant 
   
  The Dynamic-class freighter is a sturdy if rare type of starship 
  whose origins date back to the earliest days of the Old Republic. 
  Manufactured by a subsidiary of Core Galaxy Systems based on 
  the planet Transel, the Dynamic-class freighter has been 
  produced only in limited quantities by a single factory on that 
  obscure, backwater world. The manufacturing plant that 
  produces the Dynamic-class freighter was originally the 
  production facility for a small, independent starship engineering 
  firm that was purchased by Core Galaxy Systems during a 
  period of rapid company expansion. However, in ensuing 
  reorganizations little attention was paid to the Dynamic-class 
  freighter or its manufacturing plant, and as a result the ship 
  continued to be produced for many years, using the funding 
  from Core Galaxy Systems to build each vessel one at a time. 
       The Ebon Hawk was a heavily modified Dynamic-class 
  freighter that played an integral role in the Jedi Civil War. 
   
   
   
   
   
   
  CAPABILITIES 
  The Dynamic-class freighter gets its name from the ease with 
  which it is modified. The ship is particularly well suited to 
  customization, and the hand crafted feel that each vessel 
  possesses only enhances this reputation. Though not 
  particularly fast or tough, the ship is sturdy and can handle 
  extensive modifications without losing any efficiency. When a 
  character attempts to make a Mechanics check to repair or 
  modify a Dynamic-class freighter, that character has advantage 
  skill check. 
       The basic model of the ship does not have impressive 
  armament or any shielding, though the manufacturers were 
  sure to engineer the vessel to allow the ship to accept such 
  modifications with ease. Less spacious than larger freighters 
  such as the YT-1300, a Dynamic-class freighter can hold less 
  cargo but maintains the ability to transport a number of 
  passengers, making it a more utilitarian starship than most 
  freighters. 
   
  EBON HAWK 
  Dynamic-class Freighter                                                             CL 18 
  Huge space transport 
  Initiative +9; Senses Perception +9 
  Armor Class 18; Combat Thrusters, Vehicular Dodge 5d6 
  Resistance Bludgeoning/Slashing/Piercing, Radiant damage 
  HP 110; SR 20 
  Speed 2 squares 
  Ranged 2 Double Laser Cannons +4 (see below), 
                2 Heavy Turbolaser Batteries (see below), 
               Heavy Blaster, Docking (see below) or  
               Proton Torpedo (see below) 
  Fighting Space 3x3 squares 
  Attack Options Autofire (double laser cannons), Strafe 
  Skills Mechanics +9, Perception +9, Vehicle (Space) +9 
  Crew 2; Passengers 6 
  Cargo 30 tons; Consumables 2 months; Carried Craft None 
  Payload 3 proton torpedoes 
  Smuggler Compartments 500 kg 
  Hyperdrive x1, navicomputer 
  Availability N/A; Cost --- (500,000 used) 
  Double Laser Cannons, Heavy (Gunner) 
       Attack +9, Damage 9d10 Radiant 
  Turbolasers, Heavy (Gunner) 
       Attack +9, Damage 35d10 Radiant 
  Heavy Blaster (Docking Gun) 
       Attack +5, Damage 1d10 Radiant 
  Proton Torpedo (Pilot) 
       Attack +5, Damage 18d10 Force, 4-square splash 
  Jammer (Co-Pilot) 
       Effects 6-square radius, blocks communication and grants 
                    disadvantage on enemy attack rolls 
   
   
  - 26 -
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 27 -
  
  IMPERIAL STAR DESTROYER 
  Kuat Drive Yards Imperial II-class Star Destroyer                        CL 20 
  Colossal (Station) capital ship 
  Initiative +2; Senses Perception +6 
  Armor Class 18 
  Resistance Bludgeoning/Slashing/Piercing, Radiant, Force damage 
  HP 2,100; SR 125 
  Speed 3 squares 
  Ranged 5 Heavy Turbolaser batteries +10 (see below), 
            5 Medium Turbolaser batteries +10 (see below), 
            4 Heavy Ion Cannon batteries (see below) and 
            2 Tractor Beam batteries (see below) 
  Fighting Space 20x30 squares; Cover Total 
  Attack Options Autofire (heavy laser cannons) 
  Skills Mechanics +8, Perception +6, Vehicle (Space) +8 
  Crew 37,085; Passengers 9,700 
  Cargo 36,000 tons; Consumables 6 years;  
  Carried Craft 72 TIE fighters, 8 Lambda-class shuttles, support 
  Hyperdrive x2 (backup x8), navicomputer 
  Availability Military; Cost N/A 
  Turbolasers, Heavy (5 Gunners) 
       Attack +10, Damage 35d10 Radiant 
  Turbolasers, Medium (5 Gunners) 
       Attack +10, Damage 25d10 Radiant 
  Heavy Ion Cannon  (4 Gunners) 
       Attack +10, Damage 15d10 Lightning 
  Tractor Beam (2 System Operators) 
       Attack +10 Effect Moves target 2 squares closer 
   
  Few starships inspire terror the way an I mperial Star Destroyer 
  can. A symbol of the Empire's might and an instrument of its 
  tyranny, the Imperial Star Destroyer is a dagger-shaped vessel 
  of pure destruction. Armed with powerful weapons and nearly 
  impregnable defenses, the Imperial Star Destroyer is a one-ship 
  command platform that can be used to fill a variety of roles. 
  Star Destroyers act as assault warships, planetary defenders, 
  and even escort vessels for extremely important s hips. An 
  Imperial Star Destroyer carries enough troops and assault 
  vehicles to stage an invasion on a lightly defended planet, and 
  acts as a mobile fortress from which the Empire can engage in 
  entire military campaigns. 
       During the height of the Empire, Star Destroyers were 
  deployed in every sector, and some planets even have their 
  own Star Destroyers assigned to them. The Imperial fortress 
  worlds of the Deep Core often had multiple Star Destroyers 
  assigned to the planet, and important planets such as Coruscant 
  might have as many as a dozen Star Destroyers, if not more, in 
  orbit at any given time. Unlike the Old Republic, the Empire 
  built enough ships to extend its reach all the way to the Outer 
  Rim, and multiple Star Destroyers patrolled the space lanes on a 
  regular basis. 
   
   
   
       Star Destroyers are among the few vessels used for orbital 
  bombardment, a favorite tactic of the ruthless Empire. Entire 
  planets have been frightened into submission by the mere 
  presence of an Imperial Star Destroyer in orbit. Imperial Star 
  Destroyers are capable of delivering precise orbital strikes 
  destroying only a small section of a planet - as well as delivering 
  bombardments that wipe out all life a n d industry on a world (a 
  tactic known as Base Delta Zero). Only those planets that have 
  powerful shields can withstand the turbolasers of an Imperial 
  Star Destroyer, and some worlds (including Caamas) have been 
  devastated b y such tactics. 
   
  CAPABILITIES 
  An Imperial Star Destroyer bristles with weapons, and for good 
  reason. With twenty turbolaser batteries, a Star Destroyer can 
  pound on other capital ships, reducing their shields in a matter 
  of minutes. Likewise, its ion cannons can quickly disable ships, 
  allowing the Empire to tear the ship apart and take the 
  prisoners alive. Another ten tractor beam generators ensure 
  that few ships will escape its grasp, especially smaller capital 
  ships. Though less effective against starfighters, a Star 
  Destroyer is not to be trifled with. Even the best starfighter 
  corps fears the armament of an Imperial Star Destroyer, since a 
  lucky shot from a turbolaser will turn even the most nimble 
  starfighter into a smoldering cloud of debris in an instant. 
       Tactical Fire: An Imperial Star Destroyer is designed to 
  provide heavy gunnery support in any situation, and excels at 
  disrupting other capital ships above all. Its weakness against 
  other ships, such as starfighters, is usually overcome by its own 
  complement of starfighters. As a standard action, a Star 
  Destroyer can forgo all attacks to provide tactical fire to all 
  squares in a 2-square radius around itself. All allied starships 
  attacking targets within that area gain advantage on their 
  attack rolls. 
   
  THE STAR DESTROYER DESIGNATION 
  Though the term "Star Destroyer" is typically used only to 
  describe the dagger-shaped capital ships used by the Empire, 
  the designation is general enough that it can be applied to m 
  any other heavily armed capital ships. However, during the time 
  of the Empire, the term "Star Destroyer" comes to be 
  colloquially associated with the Imperial-class Star Destroyer. As 
  such, most references to a Star Destroyer are actually to the 
  Imperial I- and Imperial II-class ships. Some larger ships, such as 
  the Executor-class star dreadnaught and the Eclipse, are often 
  referred to as Star Destroyers, though this is not an official 
  designation and more of a generic descriptor. 
   
   
   
   
  - 28 -
  
  USING THE STAR DESTROYER 
  The Star Destroyer is an iconic ship from Star Wars lore that 
  symbolizes the might and power of the Empire. At the same 
  time, Star Destroyers are incredibly powerful vessels that can 
  put out the kind of firepower that can decimate a space 
  transport in an instant. Using Star Destroyers in the roleplaying 
  game can be problematic, since although they are easily 
  recognizable (and thus help instill a Star Wars feel to the game), 
  they can be inappropriately powerful for most encounters. 
       The Imperial Star Destroyer can be used in two ways. As an 
  individual ship engaging in an encounter, an Imperial Star 
  Destroyer can be a high level challenge that the heroes intend 
  to disable or destroy. These kinds of challenges are high on the 
  CL scale and are appropriate only for equally high-level heroes. 
  However, including an Imperial Star Destroyer as a set piece, 
  something that is a part of the encounter but not a target to be 
  destroyed, can be a rewarding way to simulate the action of the 
  movies. For the latter situation, a Star Destroyer should almost 
  always use the tactical fire option, leaving the actual combat to 
  the ship's complement of TIE fighters. This approach allows the 
  DM to include the ship in an encounter without introducing the 
  potential to wipe out the heroes with one lucky shot. The Star 
  Destroyer then effectively becomes a "terrain hazard" rather 
  than an opponent, and XP should not be awarded for the Star 
  Destroyer unless the ship is destroyed. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 29 -
  
  TIE FIGHTER 
  Sienar Fleet Systems TIE/In Fighter                                           CL 7 
  Medium starfighter 
  Initiative +2; Senses Perception +5 
  Armor Class 16; Vehicular Dodge 2d6 
  HP 60; SR None 
  Speed 5 squares 
  Ranged Light Laser Cannons +5 (see below) 
  Fighting Space 1x1 square 
  Attack Options Autofire (laser cannons) 
  Skills Mechanics +5, Perception +5, Vehicle (Space) +5 
  Crew 1; Passengers None 
  Cargo 65 kg; Consumables 2 days; Carried Craft None 
  Hyperdrive None 
  Availability Military; Cost 60,000 (25,000 used) 
  Light Laser Cannons (Pilot) 
       Attack +5, Damage 6d10 Radiant 
   
   
  The Empire, wanting to standardize its starfighter fleet with 
  smaller ships, selected the TIE to replace a number of disparate 
  models that were currently in use. In time, and with continual 
  upgrades to the design, the TIE/In became the standard 
  Imperial starfighter craft. It is relatively inexpensive to produce, 
  and though often maligned by both Imperial and Alliance pilots, 
  it is nonetheless effective. 
   
  CAPABILITIES 
  In order to save on production costs, the TIE/In lacks many of 
  the features that are considered to be standard on other 
  starfighters. The relatively fragile craft is not equipped with 
  deflector shields, a hyperdrive, or a life support system. In order 
  to survive the rigors of space when piloting their fighters, TIE 
  pilots must don distinctive, fully sealed flight suits. Without the 
  proper supports or docking scaffolds, TIE fighters are also 
  unable to land in any sort of conventional manner. 
       Although the TIE's versatility is somewhat limited by these 
  deficiencies, it does have several points in its favor. Its agility, 
  combined with its small size and speed, makes it a difficult 
  target for all but the most talented or well-trained gunners. TIE 
  fighters, being inexpensive and easy to produce, are deployed 
  in large quantities. Imperial starfighter tactics stress that 
  enemies must be overwhelmed by sheer force of numbers, and 
  casualty rates among TIE pilots are much higher than average. 
   
   
   
   
   
   
   
   
  TIE BOMBER 
  Sienar Fleet Systems TIE/sa Bomber                                          CL 9 
  Large starfighter 
  Initiative +3; Senses Perception +6 
  Armor Class 16; Vehicular Dodge 2d6 
  HP 130; SR None 
  Speed 3 squares 
  Ranged Light Laser Cannons +6 (see below) or 
               Medium Concussion Missiles +6 (see below) 
  Fighting Space 2x2 squares 
  Attack Options Strafe 
  Skills Mechanics +6, Perception +6, Vehicle (Space) +6 
  Crew 1; Passengers None 
  Cargo 15 tons (bomb bay); Consumables 2 days 
  Payload 16 medium concussion missiles 
  Hyperdrive None 
  Availability Military; Cost 150,000 (60,000 used) 
  Light Laser Cannons (Pilot) 
       Attack +6, Damage 6d10 Radiant 
  Medium Concussion Missiles (Pilot) 
       Attack +6, Damage 18d10 Force, 4-square splash 
   
  Designated the TIE/sa, the TIE bomber is one of the few TIE 
  craft that does not incorporate its sister craft's distinctive hull 
  shape. Instead, it employs a distinctive double hull design, with 
  two cylindrical pods mounted side by side between two bent 
  solar array panels. The starboard pod houses the cockpit and 
  flight controls, while the portside pod stores the bomber's 
  payload. Rebel pilots commonly referred to TIE bombers as 
  "dupes." 
   
  CAPABILITIES 
  TIE bombers form the backbone of the Imperial Navy's strike 
  capability. They are commonly deployed against enemy capital 
  ships, space stations, and ground targets. They are able to 
  employ heavy weapons, delivering payloads with uncanny 
  precision. TIE bombers are most often equipped with a rack of 
  sixteen medium concussion missiles. Two forward-mounted 
  laser cannons, used primarily for strafing runs and self-defense, 
  are also standard armament. 
       Several other payload configurations are used, depending on 
  specific mission para meters. Instead of missiles, as m any as 
  eight proton torpedoes can be loaded into the ship's ordnance 
  pod. By decreasing the missile or torpedo payload by half, up to 
  eight proton bombs or six orbital mines can also be deployed. 
  When providing ground support, a TIE bomber is capable of 
  carrying as many as 64 thermal detonators that are used to 
  carpet-bomb enemy infantry formations. Nonconventional 
  payloads include leaflets filled with demoralizing Imperial 
  propaganda, as well as supply canisters for isolated Imperial 
  infantry units. 
   
   
  - 30 -
  
  TIE INTERCEPTOR 
  Sienar Fleet Systems TIE/In Fighter                                           CL 8 
  Medium starfighter 
  Initiative +9; Senses Perception +6 
  Armor Class 18; Combat Thrusters, Vehicular Dodge 2d6 
  HP 90; SR None 
  Speed 5 squares 
  Ranged Double Light Laser Cannons +6 (see below) 
  Fighting Space 1x1 square 
  Attack Options Autofire (laser cannons) 
  Skills Mechanics +6, Perception +6, Vehicle (Space) +6 
  Crew 1; Passengers None 
  Cargo 75 kg; Consumables 2 days; Carried Craft None 
  Hyperdrive None 
  Availability Military; Cost 120,000 (50,000 used) 
  Double Light Laser Cannons (Pilot) 
       Attack +6, Damage 7d10 Radiant 
   
  After the Battle of Yavin, Imperial Naval commanders 
  demanded a starfighter that could counter the speed and 
  firepower of the X-wing fighters that the Rebel Alliance had 
  employed. The TIE interceptor, which incorporated several of 
  the TIE advanced prototype's features, was the ultimate result. 
  Prototypes similar to the initial interceptor design had 
  undergone testing prior to the Battle of Yavin, but these had 
  seen little action outside Sienar's test yards. 
       It was only a short time later that the final TIE interceptor 
  design was integrated into existing starfighter squadrons. The 
  Imperial Navy's eventual plan was to replace all standard TIE 
  fighters with TIE interceptors. This lofty goal was never quite 
  met, with interceptors representing only twenty percent of all 
  TIE fighters by the time the Battle of Endor took place. As the 
  number of interceptors in the Imperial Navy increased, it 
  became standard procedure to include at least one squadron of 
  TIE/In starfighters aboard each Star Destroyer 
   
  CAPABILITIES 
  The TIE interceptor is a consummate dogfighter, possessed of 
  increased speed and maneuverability when compared to the 
  standard TIE fighter. Not only is the interceptor faster a n d 
  more agile than the TIE fighter, it also incorporates four fire-
  linked laser cannons mounted on the tips of its bent, dagger-
  shaped solar arrays. The solar arrays themselves featured a 
  horizontal notch that improves pilot visibility to both sides. 
  Although it lacks shields, armor, and life support, the TIE 
  interceptor has proven to be more than a match for the X-wing 
  fighter. Interceptor tactics are nearly identical to those utilized 
  by standard TIE fighters. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 31 -
  
  X-WING 
  Incom T-65B X-Wing Starfighter                                               CL 10 
  Medium starfighter 
  Initiative +4; Senses Perception +7 
  Armor Class 18; Vehicular Dodge 3d6 
  HP 120; SR 15 
  Speed 4 squares 
  Ranged Light Laser Cannons +7 (see below) or 
               Proton Torpedoes +7 (see below) 
  Fighting Space 1x1 square 
  Attack Options Autofire (laser cannons) 
  Skills Mechanics +6, Perception +7, Vehicle (Space) +7 
  Crew 1 plus astromech droid; Passengers None 
  Cargo 110 kg; Consumables 1 week; Carried Craft None 
  Payload 6 proton torpedoes 
  Hyperdrive x1, 10-jump memory (astromech droid) 
  Availability Military; Cost 150,000 (65,000 used) 
  Light Laser Cannons (Pilot) 
       Attack +7, Damage 6d10 Radiant 
  Proton Torpedoes (Pilot) 
       Attack +7, Damage 18d10 Force, 4-square splash 
   
  The X-wing was designed following the formation of the Empire. 
  Incom Corporation, suspected by the Empire of harboring Rebel 
  sympathizers, was forced to halt production of non-Navy 
  combat craft during an Imperial Security Bureau investigation 
  into allegations of treason within the company. Members of the 
  X-wing design team were placed under arrest while they were 
  interrogated by Imperial agents. As the Imperial investigation 
  intensified, a group of Rebel commandos infiltrated the facility 
  and rescued t h e X-wing's senior design team, taking all T-65 
  plans and prototypes with them. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
      
   
      Following the acquisition of the X-wing's schematics, the 
  Alliance began to produce and test small numbers of the new 
  starfighter. Most of the initial trials were done under combat 
  conditions. With its efficacy proven beyond a doubt, Rebel 
  factories ramped up production of t h e T-65B. The craft soon 
  became a favorite of Rebel fighter pilots, and it has been a 
  staple of Rebel strategy ever since. 
   
  CAPABILITIES 
  The T-65B is an excellent all-around starfighter, capable of filling 
  a number of roles with little or no modification. Not only is it 
  maneuverable and easy to fly, it is equipped with modest 
  shields, heavy weaponry, and an integrated hyperdrive. It is also 
  a durable craft, capable of sustaining heavy damage while 
  remaining operational. Were it not for this inherent sturdiness 
  of design, the Rebel Alliance could never hope to match the 
  sheer number of Imperial fighters that are thrown against it. 
       Each X-wing is equipped with a socket that is capable of 
  carrying an astromech droid. The astromech droid is an integral 
  component of the X-wing, and only adds to the starfighter's 
  versatility. Not only can the diminutive droid see to minor 
  repairs, it also uses its systems to help compute and store 
  hyperspace coordinates. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 32 -
  
  YT-SERIES TRANSPORTS 
  Corellian YT-1300 Transport                                                        CL 6 
  Huge starfighter 
  Initiative +2; Senses Perception +4 
  Armor Class 14  
  HP 120; SR 20 
  Speed 2 squares 
  Ranged Laser Cannons +4 (see below)  
  Fighting Space 4x4 squares 
  Attack Options None 
  Skills Mechanics +4, Perception +4, Vehicle (Space) +2 
  Crew 2; Passengers 6 
  Cargo 100 tons; Consumables 2 months; Carried Craft None 
  Hyperdrive x2 (backup x12), navicomputer 
  Availability Licensed; Cost 150,000 (65,000 used) 
  Medium Laser Cannons (Pilot) 
       Attack +4, Damage 8d10 Radiant 
   
  The YT series is a popular line of light freighters built by the 
  Corellian Engineering Corporation that includes the YT- 1 300, 
  the model of vessel that includes the Millennium Falcon. The 
  first YT freighters were built during the height of the Old 
  Republic, and new models continue to be produced in every era 
  since. The core design of the YT series is built around two basic 
  components - a disc-shaped main body and a large external 
  cockpit area with extensive windows. Although some models 
  moved away from these core design elements, they would 
  return in later designs. Indeed, CEC made a point of reusing as 
  many of the same parts as possible between designs, which had 
  the advantage of allowing many d ifferent YT lines to be 
  produced at one time without retooling the CEC shipyards. As a 
  side effect, this helped make all YT ships extremely modular and 
  easily modified, a fact that went far to explain the line's ongoing 
  popularity with independent traders, smugglers, and pirates. 
   
  CAPABILITIES 
  All YT-series ships are solid light freighters, renowned for being 
  sturdy and reliable. Their greatest asset is their easily modified 
  nature. With less effort than for nearly any other ship line, a YT-
  series vessel can be fine-tuned to act as a smuggler, bulk hauler, 
  luxury transport, or even a gunship or patrol craft. Every YT-
  series ship has 10 unused emplacement points as a stock ship 
  (see page 9 for more information on emplacement points), and 
  new captains are quick to use them to add more guns, better 
  shields, or whatever else their minds can conjure up. This 
  adaptability is intentional, and has often led to authorities 
  claiming that CEC designs the ships for use by smugglers and 
  pirates. The CEC points out that thousands of YT ships are being 
  used by law-abiding free traders and small companies. Of 
  course, how many of those "law-abiding" customers are 
  actually smugglers or spies is unknown and, more important, 
  not provable in court. 
   
  YT-2000 
  Corellian YT-2000 Transport                                                        CL 8 
  Huge starfighter 
  Initiative +2; Senses Perception +4 
  Armor Class 16  
  HP 180; SR 30 
  Speed 3 squares 
  Ranged 2 Double Laser Cannons +4 (see below)  
  Fighting Space 4x4 squares 
  Attack Options Autofire (double laser cannons) 
  Skills Mechanics +4, Perception +4, Vehicle (Space) +4 
  Crew 4; Passengers 7 
  Cargo 115 tons; Consumables 3 months; Carried Craft None 
  Hyperdrive x2 (backup x12), navicomputer 
  Availability Licensed; Cost 150,000 (45,000 used) 
  Double Medium Laser Cannons (2 Gunners) 
       Attack +4, Damage 9d10 Radiant 
   
  The YT-2000 was designed to be a straight improvement of the 
  YT- 1300, borrowing successful concepts from other YT designs 
  as well (such as the YT-1930's symmetrical layout). Because it 
  was produced in a more turbulent era, the YT-2000 boasted 
  heavier standard shields and weapons than most civilian 
  freighters, a fact that caused many Imperial officials to view its 
  "civilian" market with suspicion. Extensive corporate espionage 
  leaked the early design specifications to competing shipyards, 
  leading to CEC putting the YT-2000 into production before all its 
  potential drawbacks had been worked out. As a result, the ship 
  is somewhat touchier than most of the extremely reliable YT 
  designs (a character making a Mechanics check to modify or 
  repair a YT-2000 does so with disadvantage). However, its 
  extensive cargo capacity, good defenses, and a mazing 
  maneuverability for a ship its size, coupled with plenty of spare 
  space and power to make custom modifications, catapulted the 
  YT-2000 in popularity among its owners. The line was 
  discontinued early not because of poor sales, but so CEC could 
  push the new YT-2400 design, which had not been 
  compromised by espionage or rushed design work. 
   
   
  - 33 -
  
  YT-2400 
  Corellian YT-2400 Transport                                                      CL 9 
  Huge starfighter 
  Initiative +2; Senses Perception +4 
  Armor Class 18  
  HP 120; SR 30 
  Speed 3 squares 
  Ranged Laser Cannons +4 (see below)  
  Fighting Space 4x4 squares 
  Attack Options Autofire (laser cannons) 
  Skills Mechanics +4, Perception +4, Vehicle (Space) +4 
  Crew 3; Passengers 6 
  Cargo 150 tons; Consumables 2 months; Carried Craft None 
  Hyperdrive x2 (backup x12), navicomputer 
  Availability Licensed; Cost 130,000 (32,000 used) 
  Medium Laser Cannon (Gunner) 
       Attack +4, Damage 8d10 Radiant 
   
  The YT-2400 is CEC's bid to produce a "perfect" light freighter. 
  An upgrade of the YT-2000 design, it incorporates everything 
  learned during the run of the long and successful YT line. 
  Though it uses many of the same technology upgrades as the 
  short-run YT-2000, the YT-2400 returned to the off-center 
  cockpit arrangement. Though for both smaller and larger craft a 
  centermounted cockpit makes sense, it turned out that many 
  pilots preferred an offset cockpit so they could easily dock their 
  ships with the cockpit side directly against a wall or similar 
  obstruction. 
       Though the YT-2400 isn't as sturdy as the YT-2000, it has 
  thirty percent more cargo capacity, an escape pod built into the 
  cockpit section (disadvantage on Acrobatics checks to enter the 
  escape pod from the cockpit if the YT-2400 is destroyed), and 
  better maneuverability. Since most owners end up adding 
  additional weapons and defenses after purchase anyway, the 
  slightly reduced martial capability of the YT-2400 does little to 
  discourage sales. 
       Among the most well-known YT-2400s is the Outrider, the 
  ship of smuggler and mercenary Dash Rendar. 
   
   
   
  MILLENIUM FALCON 
  The Millennium Falcon is among the most famous starships in 
  the galaxy. Originally a stock YT-1 300, it's not clear how many 
  hands and technicians the vessel went through before it came 
  to the possession of Lando Calrissian. Though cobbled together 
  from different ships, the Falcon is proof that the whole is often 
  more than the sum of its parts. It is often flown under false 
  registration, and has been identified at the Argos, Sunlight 
  Franchise, Longshot, and Shadow Bird, among other aliases. 
       It served Lando Calrissian, Han Solo, Princess Leia, and Rey 
  and was at various points piloted by any number of copilots and 
  allies. (For this reason, the statistics given here assume a 
  "typical" crew of ace smugglers; if the ship is encountered with 
  Lando, Han Solo, or Chewbacca flying it, their abilities may be 
  used rather than those of a generic crew.} 
   
  CAPABILITIES 
  The Millennium Falcon is a fast, agile ship able to take and dish 
  out considerably more damage than its appearance would 
  suggest. Any other description of its abilities is a generalization 
  and guess, because the ship is constantly modified, upgraded, 
  damaged, jury-rigged, and redesigned. The configuration given 
  here is typical, and a good representation of the ship's status as 
  of the Battle of Yavin. At this time it has a cargo jettison system, 
  smuggler's compartments, a medical bed, a docking clamp, a 
  hypertransceiver, and a sensor array computer (granting 
  advantage on Perception and Mechanics checks using sensors). 
   
  Millennium Falcon                                                                     CL 12 
  Huge space transport 
  Initiative +5; Senses Perception +9 (Advantage) 
  Armor Class 18; Combat Thrusters, Vehicular Dodge 5d6 
  Resistance Bludgeoning/Slashing/Piercing, Radiant damage 
  HP 120; SR 45 
  Speed 2 squares 
  Ranged 2 Double Laser Cannons +8 (see below), 
               Heavy Carbine, Docking +6 (see below) or  
               Medium Concussion Missiles +8 (see below) 
  Fighting Space 3x3 squares 
  Attack Options Autofire (double laser cannons) 
  Skills Mechanics +9, Perception +9, Vehicle (Space) +9 
  Crew 4; Passengers 6 
  Cargo 100 tons; Consumables 2 months; Carried Craft None 
  Payload 8 medium concussion torpedoes 
  Smuggler Compartments 500 kg 
  Hyperdrive x0.5 (backup x10, navicomputer 
  Availability N/A; Cost --- (400,000 used) 
  Double Laser Cannons, Heavy (Gunner) 
       Attack +8, Damage 9d10 Radiant 
  Heavy Carbine (Docking Gun) 
       Attack +6, Damage 1d12 Radiant 
  Proton Torpedo (Pilot) 
       Attack +5, Damage 18d10 Force, 4-square splash 
   
  - 34 -
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 35 -
  
  Y-WING 
  Koensayr BTL-S3 Y-Wing                                                          CL 10 
  Large starfighter 
  Initiative +4; Senses Perception +7 
  Armor Class 16; Vehicular Dodge 2d6 
  HP 130; SR 10 
  Speed 4 squares 
  Ranged Medium Laser Cannons +7 (see below) and 
               Medium Ion Cannons +7 (see below) or 
  Ranged Proton Torpedoes +7 (see below) 
               Medium Ion Cannons +7 (see below) or 
  Fighting Space 2x2 squares 
  Attack Options Autofire (laser cannons, ion cannons), Strafe 
  Skills Mechanics +7*, Perception +7, Vehicle (Space) +7 
  Crew 2 plus astromech droid; Passengers None 
  Cargo 110 kg; Consumables 1 week; Carried Craft None 
  Payload 8 proton torpedoes 
  Hyperdrive x1, 10-jump memory (astromech droid) 
  Availability Military; Cost 135,000 (60,000 used) 
  Medium Laser Cannons (Pilot) 
       Attack +7, Damage 8d10 Radiant 
  Medium Ion Cannons (Gunner) 
       Attack +7, Damage 8d10 Lightning 
  Proton Torpedoes (Gunner) 
       Attack +7, Damage 18d10 Force, 4-square splash 
   
  Built by Koensayr Manufacturing, the Y-wing was designed to 
  be used in the Clone Wars, but wasn't in production until after 
  that conflict ended. Having already spent the money to retool 
  shipyards to produce the ships, and unable to interest the 
  Empire in the design, Koensayr began selling the ships to 
  anyone who had credits to spare. Officially all such purchases 
  were to legitimate planetary or business concerns, but Koensayr 
  was happy to look the other way if a Hutt or a Rebel managed 
  to produce even halfway realistic documents supporting a sale. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       As a result, the Y-wing fighter, lovingly called the "wishbone" 
  by Rebel Alliance pilots, was the workhorse and backbone of 
  the early Rebellion. As the X-wing became increasingly available 
  to the Rebellion, Y-wings became second- line starfighters used 
  only because so many were available. Plans to decommission all 
  Y-wings are periodically drawn up, but some of the ships 
  continue to serve through the Yuuzhan Vong invasion and the 
  conflicts that follow it. 
   
  CAPABILITIES 
  Although not as swift as an X-wing, the Y-wing was a sturdy, 
  well-shielded craft with a powerful attack in the form of two ion 
  cannons and proton torpedo tubes. Ungainly for a snubfighter, 
  the Y-wing served as a joint fighter/bomber, able to both enter 
  dogfights with TIE fighters and take out armored targets, such 
  as enemy freighters and planetary bunkers.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 36 -
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BESTiary
  This Star Wars universe is home to a dizzying array of sapient 
  species. Despite the fact that humans have been traveling the 
  stars for tens of thousands of years, and many aliens have been 
  doing the same for an equal amount of time, scouts discover 
  new inhabited worlds all the time. 
       This section presents various creatures and characters that 
  DMs can use as potential allies or adversaries for the heroes, 
  from rampaging rancors to clone troopers. Each ally or 
  opponent comes with ready-to-play statistics to make the DM’s 
  job a little easier. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BEASTS 
  ACKLAY 
  The most dangerous predator native to Geonosis is the savage 
  acklay, a monstrous antropod with an armored exoskeleton and 
  slashing foreclaws. 
   
  ACKLAY 
  Huge beast 
  Armor Class 18 (natural armor) 
  Hit Points 136 (16d10+48) 
  Speed 40 ft. 
  STR 
  20 (+5) 
  DEX 
  12 (+1) 
  CON 
  17 (+3) 
  INT 
  2 (-4) 
  WIS 
  13 (+1) 
  CHA 
  10 (+0) 
  Saving Throws Str +7 
  Damage Resistances Poison 
  Damage Immunities -- 
  Condition Immunities -- 
  Senses passive Perception 11 
  Languages -- 
  Challenge 8 (3,900 XP) 
  Radiation Resistant. The acklay is immune to the negative 
  effects of radiation. 
  ACTIONS 
  Multiattack. The acklay makes three attacks: two with its claws 
  and one with its bite. 
  Bite. Melee Weapon Attack: +7 to hit, reach 10 feet., one 
  target. Hit: 15 (2d10+4) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 10 feet., one 
  target. Hit: 11 (2d6+4) slashing damage. 
   
   
   
  - 37 -
  
  DEWBACK 
  Of all the creatures indigenous to Tatooine’s vast deserts, the 
  dewback is the most respected. While the plodding bantha 
  makes for shelter at the first hint of a sandstorm, the dewback 
  marches resolutely on without so much as a grunt, even right 
  through the heart of the storm. 
   
  DEWBACK 
  Large beast 
  Armor Class 13 (natural armor) 
  Hit Points 68 (8d10+24) 
  Speed 20 ft. 
  STR 
  18 (+4) 
  DEX 
  15 (+2) 
  CON 
  16 (+3) 
  INT 
  2 (-4) 
  WIS 
  12 (+1) 
  CHA 
  5 (-3) 
  Saving Throws Con +5 
  Damage Resistances Bludgeoning 
  Damage Immunities -- 
  Condition Immunities -- 
  Senses passive Perception 13 
  Languages -- 
  Challenge 2 (450 XP) 
  Hold Breath. The dewback can hold its breath for 1 hour. 
  ACTIONS 
  Bite. Melee Weapon Attack: +6 to hit, reach 10 feet., one 
  target. Hit: 14 (3d6+4) piercing damage. 
   
   
  NEXU 
  Native to the jungles of Indona and Cholganna, the nexu is a 
  fierce, stealthy predator with little fear of larger opponents, or 
  ven the weapons of sentient beings. Hunter for sport in the 
  native planet, nexu often turn the tables on their would-be 
  hunters and slash them to ribbons before they can fire a shot.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Nexu 
  Medium  beast 
  Armor Class 14 (natural armor) 
  Hit Points 114 (12d10+48) 
  Speed 40 ft. 
  STR 
  19 (+4) 
  DEX 
  11 (+0) 
  CON 
  19 (+4) 
  INT 
  3 (-4) 
  WIS 
  14 (+2) 
  CHA 
  10 (+0) 
  Saving Throws Dex +2 
  Damage Resistances -- 
  Damage Immunities -- 
  Condition Immunities -- 
  Senses Darkvision 60 ft., passive Perception 18 
  Languages -- 
  Challenge 6 (2,300 XP) 
  Ambusher. When a nexu enters combat, it has advantage on 
  attack rolls against any creature that has not yet acted in the 
  first round. 
  Keen Smell. The nexu has advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Pounce. If the nexu moves at least 20 feet straight toward a 
  creature and then hits with a claw attack on the same turn, that 
  target must succeed on a DC 14 Strength saving throw or be 
  knocked prone. If the target is prone, the nexu can make one 
  bite attack against it as a bonus action. 
  ACTIONS 
  Multiattack. The acklay makes three attacks: two with its claws 
  and one with its bite. 
  Bite. Melee Weapon Attack: +7 to hit, reach 10 feet., one 
  target. Hit: 11 (2d6+4) piercing damage. 
  Claws. Melee Weapon Attack: +7 to hit, reach 5 feet., one 
  target. Hit: 11 (2d6+4) slashing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 38 -
  
  RANCOR 
  While there are certainly larger and more vicious creatures in 
  the galaxy, the rancor holds a special place in the nightmare of 
  countless centient creatures. Creatures of vast rage and single-
  minded carnage, rancors are periodically captured by big-game 
  hunters and shipped to new worlds as exotic pets. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  REEK 
  Reeks wander the plains of Ylesia in great herds, contentedly 
  munching on glass and lichens. Although immensely strong, 
  they generally reserve their violent behavior for the mating 
  season, when the sound of two bull reeks fighting for 
  dominance rumbles like thunder across the plains. 
       When a reek attacks, it lowers its head, charges, and 
  attempts to gore with its large horn. Should the initial attack 
  miss, the reek flails its head around blindly, hoping to chase 
  away its prey so that it can attempt another charge. 
   
   
   
   
   
   
   
   
   
   
   
   
  Rancor 
  Huge  beast 
  Armor Class 14 (natural armor) 
  Hit Points 136 (13d12+52) 
  Speed 40 ft. 
  STR 
  25 (+7) 
  DEX 
  10 (+0) 
  CON 
  19 (+4) 
  INT 
  3 (-4) 
  WIS 
  12 (+1) 
  CHA 
  9 (-1) 
  Saving Throws Strength +6, Con +6 
  Damage Resistances Piercing 
  Damage Immunities -- 
  Condition Immunities -- 
  Senses Darkvision 60 ft., passive Perception 13 
  Languages -- 
  Challenge 9 (5,000 XP) 
  Reckless. At the start of its turn, the rancor can gain advantage 
  on all melee attack rolls it makes during that turn, but attack 
  rolls against it have advantage until the start of its next turn. 
  Regeneration. The rancor regains 5 hit points at the start of its 
  turn. A rancor reduced to 0 hit points does not regenerate. 
  ACTIONS 
  Multiattack. The rancor makes two attacks with its claws. 
  Bite. Melee Weapon Attack: +7 to hit, reach 10 feet., one 
  target. Hit: 11 (2d6+4) piercing damage. If the target Is a 
  Medium or smaller creature, it is grappled (escape DC 17). Until 
  this grapple ends, the target is restrained, and the rancor can’t 
  bite another creature. 
  Claws. Melee Weapon Attack: +10 to hit, reach 10 feet., one 
  target. Hit: 20 (3d8+7) slashing damage. On a successful hit, the 
  rancor can attempt a bite attack against the same creature as a 
  bonus action. 
   
   
  REEK 
  Large beast 
  Armor Class 13 (natural armor) 
  Hit Points 95 (10d12+30) 
  Speed 20 ft. 
  STR 
  22 (+6) 
  DEX 
  9 (-1) 
  CON 
  17 (+3) 
  INT 
  2 (-4) 
  WIS 
  10 (+0) 
  CHA 
  5 (-3) 
  Saving Throws Str +8 
  Damage Resistances -- 
  Damage Immunities -- 
  Condition Immunities -- 
  Senses Darkvision 60 ft., passive Perception 13 
  Languages -- 
  Challenge 5 (1,800 XP) 
  Trampling Charge. If the reek moves at least 20 feet straight 
  toward a creature and then hits it with a gore attack on the 
  same turn, that target must succeed in a DC 13 Strength saving 
  throw or be knocked prone. If the target is prone, the reek can 
  make one stomp against it as a bonus action. 
  ACTIONS 
  Gore. Melee Weapon Attack: +9 to hit, reach 5 feet., one target. 
  Hit: 24 (4d8+6) piercing damage. 
  Stomp. Melee Weapon Attack: +9 to hit, reach 5 feet., one 
  target. Hit: 22 (3d10+6) bludgeoning damage. 
   
  - 39 -
  
  TAUNTAUN 
  Dirty and smelly, the reptilian tauntaun is perfectly suited to life 
  on the barren ice world of Hoth. The tauntaun’s thick fur and 
  layers of fate keep its body temperature high enough to 
  operate during the day, but it must seek shelter from the bitter 
  cold at night. 
   
  TAUNTAUN 
  Large beast 
  Armor Class 12 (natural armor) 
  Hit Points 19 (3d10+3) 
  Speed 50 ft. 
  STR 
  17 (+3) 
  DEX 
  13 (+1) 
  CON 
  13 (+1) 
  INT 
  2 (-4) 
  WIS 
  12 (+1) 
  CHA 
  8 (-1) 
  Saving Throws -- 
  Damage Resistances Cold 
  Damage Immunities -- 
  Condition Immunities -- 
  Senses passive Perception 13 
  Languages -- 
  Challenge 1 (200 XP) 
  Scent. The tauntaun has advantage on Wisdom (Perception) 
  checks that rely on smell. In addition, it can track and attempt 
  to locate creatures by scent alone. 
  ACTIONS 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 feet., one target. 
  Hit: 8 (1d10+3) piercing damage. 
  Claw. Melee Weapon Attack: +5 to hit, reach 5 feet., one target. 
  Hit: 10 (2d6+3) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WAMPA 
  The wampa is a fearsome predator, both aggressive and subtle. 
  Displaying uncanny cunning, a wampa sometimes ventures into 
  even heavily guarded areas to slaughter and drag a victim away, 
  leaving the survivors confused, and ripe targets for another 
  attack later. 
       Wampas are covered in dirty white fur and move with 
  amazing stealth. Only their claws, horns, and gleaming yellow 
  eyes show up against the backdrop of Hoth’s endless 
  snowfields. Most of the time, especially in a raging storm, that 
  simply isn’t enough to betray the wampa’s presence. 
   
  WAMPA 
  Large beast 
  Armor Class 13 (natural armor) 
  Hit Points 51 (6d10+18) 
  Speed 40 ft. 
  STR 
  18 (+4) 
  DEX 
  15 (+2) 
  CON 
  16 (+3) 
  INT 
  8 (-1) 
  WIS 
  12 (+1) 
  CHA 
  7 (-2) 
  Saving Throws Con +5 
  Skills Stealth +4 
  Damage Resistances Bludgeoning 
  Damage Immunities Cold 
  Condition Immunities -- 
  Senses Darkvision 60 ft., passive Perception 13 
  Languages Wampa 
  Challenge 4 (1,100 XP) 
  Keen Smell. The wampa has advantage on Wisdom (Perception) 
  checks that rely on smell. 
  Snow Camouflage. The wampa has advantage on Dexterity 
  (Stealth) checks made to hide in snowy terrain. 
  ACTIONS 
  Multiattack. The wampa makes two attacks with its claws. 
  Claws. Melee Weapon Attack: +8 to hit, reach 10 feet., one 
  target. Hit: 17 (3d8+4) piercing damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 40 -
  
   
   
   
   
   
  Nonheroic characters 
  Nonheroic characters include everything from professional 
  workers to petty criminals, officers to common thugs. They lack 
  the inclination or training to be heroes, but they are capable in 
  their own fields. Skilled engineers, educated professors, and 
  master architects are all nonheroic characters, as is the local 
  governor, the self-serving spice merchant, and the baseline 
  Imperial stormtrooper. 
       The Minions featured in the Noble class – Bodyguard, Thug, 
  and Trooper – are included here as well for easier reference. 
   
  THE GALACTIC EMPIRE 
  The Galactic Empire is a vast and highly organized government 
  ruled over by Emperor Palpatine. The Empire seized power at 
  the end of the Clone Wars following an unprecedented military 
  built-up and the destruction of the Jedi Order. 
       The Empire is divided into sectors, each of which is 
  government by a Moff and guarded by military forces. The 
  Empire’s authority on any given world can range from a single 
  garrison (found mostly on backwater planets like Tatooine) to 
  an intense presence with a Stormtrooper on every street corner 
  (as in the Deep Core and important Core worlds). 
   
  STORMTROOPER 
  Stormtroopers are the elite troops of the Empire, trained to 
  fight and die without fear or question. Squads of Stormtroopers 
  strike terror into the hearts of civilians throughout the galaxy, 
  enforcing the Emperor’s will with ruthless zeal and efficiency. 
       Stormtroopers are a separate force from the troops of 
  Imperial Forces and do not answer directly to Imperial military 
  officers. They are obedient and devoted to the Emperor. They 
  cannot be bribed, blackmailed, or seduced. Any such attempt 
  automatically fails. 
       After recognizing the need for troopers with special 
  equipment and training, the Emperor ordered the development 
  of additional types of stormtroopers, including (but not limited 
  to) snowtroopers, sandtroopers, and scout troopers. 
   
   
   
   
   
   
   
   
   
   
  ` 
   
   
  STORMTROOPER 
  Medium Human 
  Armor Class 17 
  Hit Points 27 (6d8) 
  Speed 20 ft. 
  STR 
  10 (+0) 
  DEX 
  15 (+2) 
  CON 
  10 (+0) 
  INT 
  12 (+1) 
  WIS 
  14 (+2) 
  CHA 
  12 (+1) 
  Dark Side 1 
  Senses passive Perception 12 
  Languages Basic and one other language 
  Challenge 1 (200 XP) 
  Coordinated Attack. The stormtrooper has advantage on attack 
  rolls against any creature that has been damaged by another 
  stormtrooper in the same round. 
  ACTIONS 
  Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 150/600 
  ft., one target. Hit: 7 (1d10+2) radiant damage. 
  Frag Grenade (3). Ranged Weapon Attack: +4 to hit, range 
  20/60 ft., 2x2 square area. Hit: 7 (1d10+2) force damage. 
   
   
  HEAVY STORMTROOPER 
  Medium Human 
  Armor Class 17 
  Hit Points 58 (9d8+18) 
  Speed 20 ft. 
  STR 
  10 (+0) 
  DEX 
  15 (+2) 
  CON 
  14 (+2) 
  INT 
  12 (+1) 
  WIS 
  14 (+2) 
  CHA 
  12 (+1) 
  Dark Side 1 
  Senses passive Perception 12 
  Languages Basic and one other language 
  Challenge 2 (450 XP) 
  Coordinated Attack. The heavy stormtrooper has advantage on 
  attack rolls against any creature that has been damaged by 
  another stormtrooper in the same round. 
  ACTIONS 
  Multiattack. The stormtrooper makes two attacks: either one 
  rifle attack and one grenade or two rifle attacks. 
  Light Repeating Rifle. Ranged Weapon Attack: +5 to hit, range 
  30/120 ft., one target. Hit: 7 (1d10+2) radiant damage. 
  Frag Grenade (4). Ranged Weapon Attack: +4 to hit, range 
  20/60 ft., 2x2 square area. Hit: 7 (1d10+2) force damage. 
  - 41 -
  
   
  SCOUT TROOPER 
  Medium Human 
  Armor Class 17 
  Hit Points 49 (9d8+9) 
  Speed 20 ft. 
  STR 
  12 (+1) 
  DEX 
  16 (+2) 
  CON 
  12 (+1) 
  INT 
  12 (+1) 
  WIS 
  14 (+2) 
  CHA 
  12 (+1) 
  Dark Side 1 
  Skills Perception +4, Stealth +4 
  Senses passive Perception 14 
  Languages Basic and one other language 
  Challenge 2 (450 XP) 
  Sniper. During its first turn, the scout trooper has advantage on 
  ranged attack rolls against any creature that hasn’t taken a turn. 
  Any hit the scout trooper scores against a surprised creature is 
  a critical hit. 
  ACTIONS 
  Multiattack. The stormtrooper makes two ranged attacks with 
  its blaster pistol, or one with its rifle. 
  Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 80/320 
  ft., one target. Hit: 7 (1d8+3) radiant damage. 
  Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 150/600 
  ft., one target. Hit: 8 (1d10+3) radiant damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  IMPERIAL OFFICER 
  Admired, respected, and feared, the officers of the Imperial 
  Army and Imperial Navy are drawn from prestigious families 
  with long histories of military service. Few are promoted up 
  from the lower ranks. Most are inducted straight into officer 
  training academies, instructed in doctrine, leadership, and 
  tactics, and then awarded commissions. There, if they 
  distinguish themselves, they finally get a chance to rise to the 
  upper echelons – but rarely find occasion to dirty their hands. 
   
  IMPERIAL OFFICER 
  Medium Human 
  Armor Class 12 
  Hit Points 40 (4d8) 
  Speed 20 ft. 
  STR 
  9 (-1) 
  DEX 
  14 (+2) 
  CON 
  10 (+0) 
  INT 
  16 (+3) 
  WIS 
  12 (+1) 
  CHA 
  16 (+3) 
  Dark Side 5 
  Skills Deception +5, Intimidation +5, Persuasion +5   
  Senses passive Perception 11 
  Languages Basic, Binary, High Galactic 
  Challenge 5 (1,800 XP) 
  Aura. An Imperial officer can have one aura active at a time, 
  activated and dismissed as a bonus action. 
  Aura of Offense. Allies with 30 feet of the Imperial officer have 
  advantage on attack rolls. 
  Aura of Defense. Attacks against allies within 30 feet of the 
  Imperial officer are made with disadvantage. 
  ACTIONS 
  Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 80/320 
  ft., one target. Hit: 6 (1d8+2) radiant damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 42 -
  
  REBEL ALLIANCE 
  The Rebel Alliance fights against the tyranny of the Empire in 
  order to restore justice and freedom to the galaxy. Formed by 
  loyalists such as Mon Mothma and Senator Bail Organa, the 
  Rebel Alliance struggles against the Empire at every turn. It uses 
  guerilla warfare and undercover violence to weaken the 
  Imperial machine and help free the oppressed people of the 
  galaxy. Though the Alliance sometimes engages in direct 
  military action against the Empire, as soon at the Battle of yavin 
  or the Battle of Endor, most of the efforts of the Alliance take 
  place under the guise of legitimate activity. For this reason, the 
  Alliance has attracted not only freedom fighters but also 
  outlaws, smugglers, and even pirates. 
       The Rebel Alliance is loosely organized into cells that can 
  operate relatively independently of Alliance command. Each cell 
  operates on Imperial worlds or out of hidden bases, such as the 
  base on Hoth. Any worlds that sympathize with the Alliance find 
  themselves the targets of Imperial wrath. Alliance agents are 
  always on the run from the Empire, and Rebels that are 
  captured are dealt with swiftly and harshly. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  REBEL TROOPER 
  The basic Rebel Trooper is stationed on Revel bases and aboard 
  Alliance starships throughout the galaxy, serving as the first line 
  of defense against the Empire’s stormtroopers. They are also 
  used as scouts and saboteurs. 
   
  REBEL TROOPER 
  Medium Human 
  Armor Class 13 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
  STR 
  10 (+0) 
  DEX 
  15 (+2) 
  CON 
  10 (+2) 
  INT 
  12 (+1) 
  WIS 
  14 (+2) 
  CHA 
  14 (+2) 
  Dark Side 5 
  Skills Deception +4, Mechanics +3, Stealth +4   
  Senses passive Perception 12 
  Languages Basic, Binary, and one other language 
  Challenge 1 (200 XP) 
  Cunning Action. On each of its turns, the Rebel trooper can use 
  a bonus action to take the Dash, Disengage, or Hide action. 
  ACTIONS 
  Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 80/320 
  ft., one target. Hit: 6 (1d8+2) radiant damage. 
  Frag Grenade (4). Ranged Weapon Attack: +5 to hit, range 
  20/60 ft., 2x2 square area. Hit: 7 (1d10+2) force damage. 
   
   
  ELITE REBEL TROOPER 
  Medium Human 
  Armor Class 13 
  Hit Points 27 (6d8) 
  Speed 30 ft. 
  STR 
  10 (+0) 
  DEX 
  15 (+2) 
  CON 
  10 (+2) 
  INT 
  12 (+1) 
  WIS 
  14 (+2) 
  CHA 
  14 (+2) 
  Dark Side 5 
  Skills Deception +4, Mechanics +3, Stealth +4   
  Senses passive Perception 12 
  Languages Basic, Binary, and one other language 
  Challenge 1 (200 XP) 
  Cunning Action. On each of its turns, the Rebel trooper can use 
  a bonus action to take the Dash, Disengage, or Hide action. 
  Improved Cover. An elite Rebel trooper that has at least half 
  cover is considered to have one degree of cover higher than 
  normal for its situation. 
  ACTIONS 
  Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 80/320 
  ft., one target. Hit: 6 (1d8+2) radiant damage. 
  Frag Grenade (4). Ranged Weapon Attack: +5 to hit, range 
  20/60 ft., 2x2 square area. Hit: 7 (1d10+2) force damage. 
   
   
   
   
   
   
  - 43 -
  
   
  GALACTIC REPUBLIC 
  Consisting of thousands of civilized worlds, the Galactic 
  Republic is the oldest governing body in history. Senators from 
  its constituent worlds determine policy and enact laws, 
  ensuring that peace and prosperity reign throughout the galaxy. 
       The greatest threat to the Galactic Republic is the 
  Confederacy of Independent Systems, a coalition of worlds that 
  believes the Republic has become corrupt. The Senate 
  authorizes the deployment of a vast clone army to quell the 
  Separatist threat, leading to the Clone Wars and ending with 
  the destruction of the Separatist leadership and the dissolution 
  of the Republic in favor of a new Empire. 
   
  CLONE TROOPER 
  To counter the threat of the Trade Federation’s droid armies, 
  the Republic deploys an army of cloned warriors. The clones’ 
  creators, the Kaminoans, conceive the clones from a single 
  genetic blueprint (that of the bounty hunter Jango Fett), making 
  a few alterations to ensure the troopers’ rapid maturation and 
  unwavering obedience. The true loyalty of the cone troopers is 
  revealed at the end of the Clone Wars, when Dark Sidious issues 
  Order 66 and turns the clones against the Jedi Order. 
       Although identical in appearance, clone troopers have 
  different levels of training, which accounts for their varying 
  levels of ability. Clone troopers can’t be bribed, blackmailed, or 
  seduced. Any such attempt automatically fails. 
   
  CLONE TROOPER 
  Medium Human 
  Armor Class 17 
  Hit Points 49 (9d8+9) 
  Speed 20 ft. 
  STR 
  12 (+1) 
  DEX 
  16 (+2) 
  CON 
  12 (+1) 
  INT 
  12 (+1) 
  WIS 
  14 (+2) 
  CHA 
  12 (+1) 
  Skills Mechanics +3 
  Senses passive Perception 14 
  Languages Basic and Binary 
  Challenge 2 (450 XP) 
  Phalanx. The clone trooper has half cover if he is adjacent to 
  another clone trooper. 
  ACTIONS 
  Multiattack. The stormtrooper makes two ranged attacks with 
  its rifle, or one with a grenade. 
  Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 150/600 
  ft., one target. Hit: 8 (1d10+3) radiant damage. 
  Frag Grenade (2). Ranged Weapon Attack: +5 to hit, range 
  20/60 ft., 2x2 square area. Hit: 7 (1d10+2) force damage. 
   
   
   
   
  CLONE TROOPER COMMANDER 
  Medium Human 
  Armor Class 17 
  Hit Points 58 (9d8+18) 
  Speed 20 ft. 
  STR 
  12 (+1) 
  DEX 
  14 (+2) 
  CON 
  14 (+2) 
  INT 
  16 (+3) 
  WIS 
  12 (+1) 
  CHA 
  16 (+3) 
  Skills Intimidation +5, Persuasion +5   
  Senses passive Perception 11 
  Languages Basic and Binary 
  Challenge 6 (2,300 XP) 
  Coordinate. A clone trooper commander can use its bonus 
  action to grant one ally with 30 feet an immediate Attack, Dash, 
  Disengage or Hide action. 
  ACTIONS 
  Multiattack. A clone trooper makes two ranged attacks. 
  Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 80/320 
  ft., one target. Hit: 8 (1d8+4) radiant damage. 
  Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 150/450 
  ft., one target. Hit: 9 (1d10+4) radiant damage. 
  Frag Grenade (4). Ranged Weapon Attack: +4 to hit, range 
  20/60 ft., 2x2 square area. Hit: 9 (1d10+4) force damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 44 -
  
  ARC TROOPER 
  The ARC Troopers (Advanced Recon Commandos) are elite 
  clone units that were personally trained by Jango Fett. Whereas 
  most clone troopers are trained to work as a unit, ARC Troopers 
  function well as individuals, making them very formidable foes. 
   
  ARC TROOPER 
  Medium Human 
  Armor Class 17 
  Hit Points 78 (12d8+24) 
  Speed 20 ft. 
  STR 
  12 (+1) 
  DEX 
  16 (+3) 
  CON 
  14 (+2) 
  INT 
  16 (+3) 
  WIS 
  12 (+1) 
  CHA 
  16 (+3) 
  Skills Insight +3,  Intimidation +5 
  Senses passive Perception 16 
  Languages Basic and Binary 
  Challenge 8 (3,900 XP) 
  Evasion. If the ARC Trooper is subjected to an effect that allows 
  it to make a Dexterity saving throw to take only half damage, 
  the ARC Trooper instead takes no damage if it succeeds on the 
  saving throw, and only half damage if it fails. 
  Follow Up. If the ARC Trooper hits a target with a ranged attack, 
  it can attack again with the same weapon as a bonus action. 
  Riposte. If the ARC Trooper is attacked and the attack misses, 
  the ARC Trooper can use its reaction to make an attack against 
  the creature if it is in range. 
  ACTIONS 
  Multiattack. A clone trooper makes two ranged attacks. 
  Blaster Pistol. Ranged Weapon Attack: +7 to hit, range 80/320 
  ft., one target. Hit: 9 (1d8+5) radiant damage. 
  Heavy Carbine Rifle. Ranged Weapon Attack: +5 to hit, range 
  150/450 ft., one target. Hit: 10 (1d12+5) radiant damage. 
  Frag Grenade (4). Ranged Weapon Attack: +4 to hit, range 
  20/60 ft., 2x2 square area. Hit: 9 (1d10+4) force damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  THE FRINGE 
  Fringers live at the edges of society. Criminals, independents, 
  traders, and mercenaries of all kinds consider themselves 
  fringers. While not all members of the fringe are criminals 
  (certainly, many are hard-working and honest folk), anyone who 
  operates far from the seat of galactic power or outside the 
  bounds of the law can be considered part of the fringe. 
   
  ASSASSIN 
  An assassin usually maintains a cover that enables him to travel 
  freely, yet also explains why he’s in a given location at a given 
  time. Many assassins hold jobs as sales representatives for 
  interstellar corporations, merchants, or diplomats. Others 
  become full-time bounty hunters, mercenaries who get paid by 
  the body – dead or alive. A truly villainous assassin has a 
  “signature” consisting of a unique weapon, approach, or some 
  memento left with his victims. 
   
  ASSASSIN 
  Medium Humanoid 
  Armor Class 15 
  Hit Points 78 (12d8+24) 
  Speed 30 ft. 
  STR 
  12 (+1) 
  DEX 
  16 (+3) 
  CON 
  14 (+2) 
  INT 
  13 (+1) 
  WIS 
  12 (+1) 
  CHA 
  16 (+3) 
  Saving Throws Dexterity +7 
  Skills Stealth +7 
  Senses Darkvision 60 feet., passive Perception 15 
  Languages Basic and one other language 
  Challenge 8 (3,900 XP) 
  Assassinate.During the first turn, the assassin has advantage on 
  attack rolls against any creature that hasn’t taken a turn.Any hit 
  the assassin scores against a surprised creature is a critical hit. 
  Evasion. If the assassin is subjected to an effect that allows it to 
  make a Dexterity saving throw to take only half damage, the 
  assassin instead takes no damage if it succeeds on the saving 
  throw, and only half damage if it fails. 
  Sneak Attack (1/turn). The assassin deals an extra 13 (4d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet 
  of an ally of the assassin that isn’t capacitated and the assassin 
  doesn’t have disadvantage on the attack roll. 
  ACTIONS 
  Multiattack. An assassin makes two melee or two blaster pistol 
  attacks. 
  Blaster Pistol. Ranged Weapon Attack: +7 to hit, range 80/320 
  ft., one target. Hit: 7 (1d8+3) radiant damage. 
  Blaster Rifle. Ranged Weapon Attack: +7 to hit, range 150/600 
  ft., one target. Hit: 8 (1d10+3) radiant damage. 
  Vibroblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6+3) slashing damage. 
   
   
   
  - 45 -
  
  BODYGUARD 
  Across the galaxy there are those in need, or mere desire, of 
  protection. Bodyguards fill that position with steadfast dedication. 
  Whether hired to defend a high-ranking noble or secure a location of 
  importance. Bodyguards lay their lives on the line, though far too often 
  they are seen as faceless assets. 
   
  BODYGUARD 
  Medium Humanoid 
  Armor Class 14 
  Hit Points 20 (3d8+6) 
  Speed 30 ft. 
  STR 
  12 (+1) 
  DEX 
  14 (+1) 
  CON 
  14 (+2) 
  INT 
  10 (+0) 
  WIS 
  14 (+2) 
  CHA 
  10 (+0) 
  Skills Perception +4 
  Senses passive Perception 14 
  Languages Basic and one other language 
  Challenge 1/2 (100 XP) 
  Protection. As a reaction, a bodyguard can impose disadvantage 
  against an attack targeting an adjacent ally. 
  ACTIONS 
  Blaster Pistol. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one 
  target. Hit: 6 (1d8+2) radiant damage. 
  Heavy Carbine Rifle. Ranged Weapon Attack: +3 to hit, range 150/450 
  ft., one target. Hit: 8 (1d12+2) radiant damage. 
   
  CRIME LORD 
  Crime lords come from all strata of society. Some began their careers 
  as streetwise thugs, crawling up from the darkest, filthiest pits of the 
  galaxy to positions of power within the criminal underworld. Others 
  are noble-born, using their money and influence to support their 
  fiendish syndicates. 
   
  CRIME LORD 
  Medium Human 
  Armor Class 12 
  Hit Points 78 (12d8+24) 
  Speed 20 ft. 
  STR 
  9 (-1) 
  DEX 
  14 (+2) 
  CON 
  14 (+2) 
  INT 
  16 (+3) 
  WIS 
  12 (+1) 
  CHA 
  16 (+3) 
  Dark Side 7 
  Skills Deception +7, Intimidation +7, Persuasion +7   
  Senses passive Perception 13 
  Languages Basic, Huttese 
  Challenge 8 (3,900 XP) 
  Meat Shield. As a reaction if a crime lord is adjacent to an ally, a crime 
  lord can force a creature that successfully attacked it to reroll. If the 
  creature misses the reroll, the attack hits the adjacent ally.  
  Silver Tongue (Recharge 5-6). As a reaction, a crime lord can impose 
  disadvantage on an attack roll if targeted.  
  Sneak Attack (1/turn). The assassin deals an extra 13 (4d6) damage 
  when it hits a target with a weapon attack and has advantage on the 
  attack roll, or when the target is within 5 feet of an ally of the assassin 
  that isn’t capacitated and the assassin doesn’t have disadvantage on 
  the attack roll. 
  ACTIONS 
  Blaster Pistol. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one 
  target. Hit: 6 (1d8+2) radiant damage. 
   
   
   
  DARK SIDE MARAUDER 
  Though the Jedi are the most powerful Force-users in the galaxy, they 
  are by no means the only ones. Dark side marauders are Force-
  sensitive individuals consumed with rage, hatred, or an insatiable 
  hunger for personal power. 
   
  DARK SIDE MARAUDER 
  Medium Humanoid 
  Armor Class 15 
  Hit Points 82 (11d8+33) 
  Speed 30 ft. 
  STR 
  16 (+3) 
  DEX 
  16 (+3) 
  CON 
  16 (+3) 
  INT 
  10 (+0) 
  WIS 
  12 (+1) 
  CHA 
  10 (+0) 
  Dark Side 10 
  Saving Throws Strength +3 
  Skills Perception +4 
  Damage Resistances Necrotic; bludgeoning, piercing, and slashing 
  Senses Darkvision 60 feet., passive Perception 14 
  Languages Two languages 
  Challenge 1/2 (100 XP) 
  Dark Healing. Once per round, the dark side marauder regains 5 hit 
  points whenever it hits a creature with a melee attack. 
  Reckless. At the start of its turn, the dark side marauder can gain 
  advantage on all melee attack rolls it makes during that turn, but 
  attack rolls against it have advantage until the start of its next turn. 
  Temptation. As a reaction, a dark side marauder can offer an attack 
  within 30 feet advantage on its attack roll. If the attacker accepts, it 
  gains 1 Dark Side Point – whether it hits or not. 
  ACTIONS 
  Multiattack. The dark side marauder makes two melee attacks. 
  Hold-Out Blaster Pistol. Ranged Weapon Attack: +6 to hit, range 
  30/120 ft., one target. Hit: 7 (1d6+3) radiant damage. 
  Vibroaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  7 (1d8+3) slashing damage or 8 (1d10+3) slashing damage two-handed. 
   
  THUG 
  Thugs are basic bruisers. They are street toughs aspiring to 
  become swoop champions, grunts working for a local crime 
  lord, security guards, or law enforces prone to breaking heads 
  and taking bribes. 
   
  THUG 
  Medium Humanoid 
  Armor Class 12 
  Hit Points 32 (5d8+10) 
  Speed 30 ft. 
  STR 
  15 (+2) 
  DEX 
  11 (+0) 
  CON 
  14 (+2) 
  INT 
  10 (+0) 
  WIS 
  10 (+0) 
  CHA 
  11 (+0) 
  Skills Intimidation +2 
  Senses passive Perception 10 
  Languages Basic and one other language 
  Challenge 1/2 (100 XP) 
  Pack Tactics. The thug has advantage on an attack roll against a 
  creature if it at least one of the thug’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  ACTIONS 
  Multiattack. The thug makes two melee attacks. 
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 
  (1d6+2) bludgeoning damage. 
  Blaster Pistol. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one 
  target. Hit: 4 (1d8) radiant damage. 
  - 46 -
  
   
  TROOPER 
  Troopers are armed civilians with some military experience. 
  From law enforcement officers to freedom fighters, their 
  combat expertise comes highly sought-after. Unlike Rebel 
  Troopers or Stormtroopers, these troopers tend to fight their 
  own battles on much smaller scales. 
   
  TROOPER 
  Medium Humanoid 
  Armor Class 13 
  Hit Points 16 (3d8+3) 
  Speed 30 ft. 
  STR 
  11 (+0) 
  DEX 
  14 (+2) 
  CON 
  12 (+1) 
  INT 
  11 (+0) 
  WIS 
  13 (+1) 
  CHA 
  11 (+0) 
  Skills Mechanics +2 
  Senses passive Perception 15 
  Languages Basic and one other language 
  Challenge 1/2 (100 XP) 
  Keen Hearing and Sight. The trooper has advantage on Wisdom 
  (Perception) checks that rely on hearing or sight. 
  ACTIONS 
  Multiattack. The trooper makes two melee attacks or two 
  ranged attacks. 
  Stun Baton. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) nonlethal lightning damage. 
  Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 150/600 
  ft., one target. Hit: 7 (1d10+2) radiant damage. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  - 47 -
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Special thanks to 
  Aric wieder 
  Craig bishell 
  Sondre malme 
  Stevel lussier 
   
  And the countless artists whose work 
  is featured in this project, 
  many of whom could not be identified 
  - 48 -
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Star Wars - D&D5e Conversion - Starships Expansion.pdf